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  1. - Top - End - #1
    Firbolg in the Playground
     
    Milo v3's Avatar

    Join Date
    Aug 2010
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    Australia
    Gender
    Male

    Default Fighter Fix (Based on Wayfare's) [PEACH]

    This fighter fixed is a touched up version of wayfare's fighter fix. Thus the credit for Strike and the Tradition Mechanics should go to him. Here is the original class by wayfare.

    Also you have any suggestions for Traditions please say so.

    The Fighter

    Any man with a weapon can fight. Any man who can fight can be a warrior. Only the the most skilled warriors will ever be Fighters. Fighters are true masters of combat, being able to adapt and survive any threat. Fighters are manifestations of battle skill, becoming legends on par with ancient heroes that once walked the land.

    Role: Fighters study the warriors of old, mastering their techniques and blending their styles into a unique and practical martial art. Though lacking the disciplines of Martial Adepts, Fighters support their party with an adaptable fighting style and superlative combat skill.

    Alignment: A fighter can arise from any alignment.

    Hit Die: d10

    Starting Gold: As Fighter.

    Class Skills
    The Fighter’s class skills are Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Wis), Heal (Wis), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Local) (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str).
    Skill Points per Level: (4 + Intelligence Modifier)

    Fighter
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Strike
    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Bonus Feat, True Toughness|-
    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Fighting Tradition, Strike|1d6
    3rd|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Combat Mastery 1, Weapons Training|1d6
    4th|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Bonus Feat|1d6
    5th|
    +5
    |
    +4
    |
    +4
    |
    +1
    |Armoured Mobility, Fighting Tradition|2d6
    6th|
    +6/+1
    |
    +5
    |
    +5
    |
    +2
    |Bonus Feat|2d6
    7th|
    +7/+2
    |
    +5
    |
    +5
    |
    +2
    |Combat Mastery 2, Rushed Step|2d6
    8th|
    +8/+3
    |
    +6
    |
    +6
    |
    +2
    |Bonus Feat, Fighting Tradition|3d6
    9th|
    +9/+4
    |
    +6
    |
    +6
    |
    +3
    |Preternatural Warrior|3d6
    10th|
    +10/+5/
    |
    +7
    |
    +7
    |
    +3
    |Bonus Feat, Combat Mobility|3d6
    11th|
    +11/+6/+1
    |
    +7
    |
    +7
    |
    +3
    |Combat Mastery 3, Fighting Tradition|4d6
    12th|
    +12/+7/+2
    |
    +8
    |
    +8
    |
    +4
    |Bonus Feat, Tide of Battle|4d6
    13th|
    +13/+8/+3
    |
    +8
    |
    +8
    |
    +4
    |Style Mastery|4d6
    14th|
    +14/+9/+4
    |
    +9
    |
    +9
    |
    +4
    |Bonus Feat, Fighting Tradition|5d6
    15th|
    +15/+10/+5
    |
    +9
    |
    +9
    |
    +5
    |Combat Mastery 4, Preternatural Defence|5d6
    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +10
    |
    +5
    |Bonus Feat|5d6
    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +10
    |
    +5
    |Fighting Tradition, Rushed Action|6d6
    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +11
    |
    +6
    |Bonus Feat, Evershifting Style|6d6
    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +11
    |
    +6
    |Combat Mastery 5|6d6
    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +12
    |
    +6
    |Bonus Feat, Fighting Tradition, Legendary Hero|7d6[/table]

    Weapon and Armour Proficiencies: A fighter is proficient with all simple and martial weapons and with all armour (heavy, medium, and light) and shields (including tower shields).

    Bonus Feat: At 1st level, a fighter gets a bonus combat feat in addition to the feat that any they would normally get. The fighter gains an additional bonus feat at 4th level and every two fighter levels thereafter (6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as either combat, style or tactical feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

    True Toughness (Ex): Fighters are some of the worlds toughest, and add their Constitution bonus to their Saving Throws. If you lack a Constitution score, then instead apply your Charisma bonus. The bonus applied from this ability cannot be higher than half your Fighter level (minimum 1).

    Fighting Traditions (Ex): The heroes of legend were more than simple warriors, they were icons who embodied the myriad aspects of war. Some were cunning tricksters who defeated their enemies with guile and treachery; others were mystic warriors who blended arcane power with mastery of blade and bow; still others were paragons of knightly renown, matchless fighters and deadly duellists.

    Through intense study, the Fighter has learned to master the techniques of these skilled warriors, developing a heroic fighting style that grants great power. At 2nd level and every 3 levels thereafter, the Fighter learns one of the following fighting traditions (also called styles). Each tradition grants a host of abilities, which are described below.


    Strike (Ex): Fighter’s are masters of combat, and have perfected how to inflict more power to each strike. A Fighter of second level possesses a pool of d6 he can allocate to successful attacks each round, how many dice he possesses is shown on the above table. On a successful attack, the fighter may add any or all of his Strike dice to the damage inflicted by his attack. Once Strike dice are added to an attack, they are lost until the beginning of your next turn.

    Combat Mastery (Ex): A fighter of 3rd level has an in depth understanding of his bodies capabilities, and how to utilise them. As such he can perform manoeuvres with skill surpassing other devoted combatants. When you attempt or attempt to resist a Bull Rush, Disarm, Feint, Grapple, or Trip you gain a +1 bonus to your roll. This bonus increases by 1 at 7th level and every 4 levels thereafter.
    Additionally, owing to your long experience using armour, you reduce the armour check penalty of any armour you wear by your combat mastery bonus.

    Weapons Training: Fighters are natural warriors, and with training they can learn to use any weapon. Upon reaching 3rd level; the Fighter can expend 100 xp, and spend 1d8 days learning how to use a weapon he lacks proficiency with. After this training he gains proficiency with the selected weapon.

    In addition he can also expend 500 xp, and spend 1d8 days practicing how to use a weapon he has proficiency with. After this training he gains the Weapon Focus feat for the selected weapon.

    Armoured Mobility (Ex): After surviving innumerous battles in armour, you have learnt how to move in armour with more finesse. At 5th level, the Maximum Dexterity bonus of any armour you don is increased by +1 per five fighter levels you possess.

    Rushed Step (Ex): After attaining 7th level, a Fighter can expend an immediate or swift action to make a 5 ft. step. Any checks you would have to make as a result of the 5 ft. step (such as an acrobatics check), suffer a -2 circumstance penalty. This ability can only be used once per encounter plus an additional use for every 4 fighter levels you possess.

    Preternatural Warrior (Ex): The skill of some warriors is known to be seen as supernatural. In some cases such as Arcane Knights and Martial Adepts it may be true supernatural power. But once a fighter has reached 9th level, any weapon he uses gain a +1 enhancement bonus per six levels of fighter, this enhancement bonus stacks with any the weapon already possesses (Maximum +10).

    In addition a Fighter can expend a move-action to exchange one or more of the enhancement bonuses from his Preternatural Warrior ability, for Magical Weapon qualities of equal cost. These qualities can be reverted to enhancement bonuses as a free action.

    As this is an extraordinary ability, your weapon retains the granted magical qualities even while used in an anti-magic field, effected by a Dispel Magic or Disjunction effect, ect. Also, the weapon's appearances isn't modified by any enchantments this grants.

    Combat Mobility (Ex): Over time the fighter while mastered the timing of his strikes, and the ability to deal out several attacks in amazingly short periods. Upon reaching 10th level, the Fighter can make Full-Attacks as a standard action. This also allows him to make a full-attack with a charge.

    In addition, the Fighter no longer suffers a penalty to base land speed for moving in medium or heavy armour, or through difficult terrain.

    Tide of Battle (Ex): To survive in the world, one must be adaptable. A fighter of 12th level can react to changing circumstances swiftly, adopting exactly the right mind-set to defeat his foe. A number of times per day equal to half of his fighter level, a fighter can abandon one tradition and gain the benefits of any other tradition he knows as a swift action.

    Style Mastery (Ex): At 13th level, the fighter chooses one Tradition he knows – this Tradition is always active and the fighter may have one additional Tradition active at any time.

    If the selected tradition is an advanced tradition, the cost is permanently removed.

    Preternatural Defence (Ex): The hardiness of some warriors is said to be supernatural. Once a fighter has reached 15th level, any armour he dons gain a +1 enhancement bonus per eight levels of fighter, this enhancement bonus stacks with any the armour already possesses (Maximum +10).

    In addition a Fighter can expend a move-action to exchange one or more of the enhancement bonuses from his Preternatural Defence ability, for Magical Armour qualities of equal cost. These qualities can be reverted to enhancement bonuses as a free action.

    As this is an extraordinary ability, your armour retains the granted magical qualities even while used in an anti-magic field, effected by a Dispel Magic or Disjunction effect, ect. Also, the armour's appearances isn't modified by any enchantments this grants (this means that Glamoured isn't an option for this ability).

    Rushed Action (Ex): Once the Fighter has reached 17th level, any turn in which he successfully hits an opponent with an attack, he gains an additional standard action. Any checks you would have to make as a result of the extra standard action (such as an attack roll), suffer a -2 circumstance penalty. Regardless of the number of attacks which hit, you only can gain one additional standard action per turn with this ability.

    Evershifting Style (Ex): Upon reaching 18th level, can react to changing circumstances with ridiculus speed, adopting exactly the right mind-set to defeat his foe. Once per encounter, fighter can abandon one tradition and gain the benefits of any other tradition he knows as a free action.

    Legendary Hero (Ex): A fighter of 20th level has ceased to emulate the heroes of legend – instead becoming one himself. The fighter becomes a hero of legend, his exploits attached to the school he ties herself to. As a living myth, the fighter seems larger than life, gaining a +2 bonus to all ability scores and no longer suffers all aging penalties.

    In addition, he may select another Tradition to be always active and the fighter may have another additional Tradition active at any time. If the selected tradition is an advanced tradition, the cost is permanently removed.
    Last edited by Milo v3; 2013-02-16 at 05:17 AM.
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  2. - Top - End - #2
    Firbolg in the Playground
     
    Milo v3's Avatar

    Join Date
    Aug 2010
    Location
    Australia
    Gender
    Male

    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    Fighting Traditions
    When a fighter begins his day, he gains the abilities of a single tradition of his choice automatically. All of the abilities granted by these traditions are extraordinary unless stated otherwise. A fighter can switch between traditions with 5 minutes of meditation and weapon practice.
    Each Tradition has the following statistics:
    Class Bonus: These features are permanent enhancements that the Fighter gains upon learning the Style.
    Passive Effect: This power is only active when the Fighter is using the style.
    Level "X" Bonus: At levels 5, 10 and 15 the fighter learns a new power that he can use while this style is active.

    Standard Traditions
    Aligned Champion
    A style studied by a rare few devoted knights, this tradition demands a singular focus and strength of belief. Transforming the fighters belief into both weapon and armor, this fighting style is especially useful for fighting outsiders and elementals.

    Karmainians are the most likely to learn this style, because of their theocratic society. Fighters who adopt this style are often mistaken for paladins or crusaders, and many Aligned Champions serve as shieldmates to other exalted warriors.

    The Áedán Fáelán was a knight errant of the Karmainian army, who specialized in utilising the tradition of the Aligned Champion. While still a child, his older sister and parent were slaughtered by a devil he unknowningly entered a pact with. Ever since he had taught himself to combat fiends with training from paladin's of Dylian. Once he had attained mastery of the style he lead a single man siege on the infernal city of Hellmount and reclaimed it for North Karma.

    Spoiler
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    • Class Bonus: The Fighter gains Knowledge (Religion) as a class skill.
    • Passive Bonus: When you activate this Style, choose one of your two Alignment components. Your attacks gain that alignment subtype.
    • 5th Level Bonus: You gain DR 5 that can only be bypassed by attacks of an opposed alignment to the one chosen when you assume this style. At 15th level and 20th level, this DR increases by 5.
    • 10th Level Bonus: You are surrounded by a Magic Circle against your opposed alignment. Caster level is equal to your Fighter level.
    • 15th Level Bonus: You may sacrifice all Strike dice to Banish an outsider of an opposed alignment. The Outsider must make a Will Save DC (10 + ½ level + Wisdom modifier) or be cast out of this plane and into its home plane. This is a Supernatural Ability.


    Arcane Knight
    This legendary hero combines raw arcane power with the combat skill only a master warrior can bring to bear. Wielding a weapon that hums with undiluted mystic energies, the Arcane Knight learns how to manipulate raw magic in simple, but impressive ways.

    This style of combat was first created by a troop of powerful warrior mages from the Sumran wastes known as the Firqá. The Firqá were so skilled and powerful during the War of Sands that the Dunesti train all their soldiers with these methods.

    Spoiler
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    • Class Bonus: The Fighter gains Use Magic Device as a class skill.
    • Passive Effect: While this style is active, the fighter may convert all damage from Strike to Force damage.
    • 5th Level Bonus: As a move action, the Fighter can teleport across a small distance, to a location within your line of sight. This ability has a range equal to your base land speed – 10 ft. At 10th level the – 10 ft. penalty is removed. This is a Supernatural ability.
    • 10th Level Bonus: On a successful attack, you may sacrifice 2d6 Strike Damage to cast Dispel Magic on your opponent. Your caster level is equal to your Combat Mastery bonus plus Fighter level. This is a Supernatural ability. At 15th level, you can sacrifice 4d6 strike damage to cast Greater Dispel Magic in the same maner.
    • 15th Level Bonus: You gain SR 12 + Fighter level against hostile spells that you are aware of (you determine what spells are hostile when they are cast upon you). If a spell fails to overcome your SR, you gain a bonus to your next Attack and Damage roll equal to the level of the spell.


    Artful Duelist
    A form that demands incredible timing and precision, the Artful Duelist style emphasizes perfection in action. Artful Duelists do not possess the incredible speed of the Dervish, but act with such impeccable timing that their feats seem supernatural.

    This style is well represented in the Newesti culture. As warriors utilse this style to fight for pride and honour. These duels aren't regulated and often result in the combatant's getting injured or even killed.

    Spoiler
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    • Class Bonus: The Fighter gains a +2 bonus on attack rolls to confirm a critical.
    • Passive Effect: When you hit an enemy, you gain a +1 insight bonus to AC against that enemy’s attacks for 1 round. If an enemy attacks and misses you, you gain a +1 insight bonus to attacks made against that enemy for 1 round.
      These bonuses increase by 1 at 5th level and every 5 levels thereafter.
    • 5th Level Bonus: When you are damaged, you may expend an attack of opportunity to roll damage as if you hit with an attack. You reduce the damage taken by the result of your roll.
    • 10th Level Bonus: As a free action, you may make an attack against an opponent that misses you with a melee attack. If used, it can't be used again for 1d4 rounds.
    • 15th Level Bonus: When you attain 15th level, select one of the physical ability scores (Str, Dex, and Con). When you land a critical hit, the target takes 2 points of ability damage to the selected score.


    Beast Master
    A style used by those named rangers, this Tradition focuses on mastering the wilds and training a powerful companion. With this style, a Fighter can lead a pack of wolves or a behemoth which slaughters your foes.

    Spoiler
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    • Class Bonus: You can spend an hour with a friendly animal to make it a Beast Companion, though this requires a successful handle animal check DC (10 + Animal’s HD). This animal treats you as friendly, and will follow your instructions (though its understanding is still limited by intelligence). No matter how many times you use this ability, you can control only one CR worth of animal creatures per class level.
    • Passive Effect: While this Style is active, any time one of your Beast Companions would flank an enemy, the +2 bonus increases to +4. At 10th level this increases to +8.
    • 5th Level Bonus: All of your Beast Companions gain a +2 bonus to Strength and Dexterity. At 10th and 15th level, this bonus increases by +2.
    • 10th Level Bonus: All your Beast Companions intelligence increase to 5. This doesn’t remove their animal type, nor grant them additional skill points. At 15th level, your Beast Companions intelligence increases to 8.
    • 15th Level Bonus: All your Beast Companions gain Improved Evasion and Mettle.


    Colossus
    This legendary hero combines the force of a huge weapon with the combat skill only a master can bring to bear. Wielding a weapon that may be equal in length to his own height, the Colossus learns how to use his momentum to annihilate any foe.

    This style of combat is famously utilised by a tiefling named Brónach Blackheart, who wielded her large greatsword with a single hand and with immense finesse.

    Spoiler
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    • Class Bonus: The penalty to attack rolls for using weapons of inappropriate size is reduced by one.
    • Passive Effect: The fighter may count as one size larger for the purpose of wielding weapons. If he can already do this, then he may count as another size larger for the purpose of wielding weapons. This stacks with similiar abilities.
    • 5th Level Bonus: While attacking with a weapon designed for creatures of a larger size category, your attacks deal an additional 1d6 points of precision damage per 5 levels.
    • 10th Level Bonus: When fighting defensively with a weapon designed for creatures of a larger size category, you gain cover.
    • 15th Level Bonus: When making a full-attack, you can sacrifice one or more of your additional attacks for a +3 bonus to attack and damage rolls per attack sacrificed.


    Deadly Sniper
    Mastering the bow in the same way a warrior masters the sword is a feat of heroic proportions – so much time and effort goes in to earning and retaining that skill that few fighters ever make the attempt.

    For those fighters that do make the attempt, the Deadly Sniper tradition grants unsurpassed power. A Deadly Sniper can make his arrows dance, piercing straight through enemies and leaving foes open to deadly follow-up attacks. At the highest levels of skill, a Deadly Sniper can darken the skies with a hail of razored steel.

    Ranx claim this tradition as their handiwork, but Shadki snipers are known to use the style to great effect while firing from above.

    Spoiler
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    • Class Bonus: Add your Combat Mastery bonus to the damage of ranged attacks you make.
    • Passive Effect: While this style is active, the Critical Threat Range of ranged weapons increases by 1.
    • 5th Level Bonus: As a standard action, you can fire a projectile weapon that acts as a Line 30 effect. Opponents with the area of effect must make a Saving Throw DC (10 + ½ level + Dexterity modifier) or take the Weapon + Strike damage.
    • 10th Level Bonus: While this style is active, any time you damage an enemy with a ranged attack you may expend a move-action so that your next successful attack against that enemy inflicts maximum damage.
    • 15th Level Bonus: As a full action, make a single attack against a target within range with a ranged weapon. On a hit the opponent takes Weapon + Strike damage, and all enemies Within 20 feet must make a Reflex Save DC (10 + ½ level + Dexterity modifier) or take Strike damage.


    Dervish
    Striking with the speed and power of lightning, a fighter who adopts the Dervish style is a deadly threat at any range. Specializing in melee combat, the Dervish uses superior speed to deliver a deadly charge that ends with a flurry of lethal blows. Unmatched mobility allows the fighter to function easily as a scout, then switch suddenly to deadly vanguard at the first sign of trouble.

    Kobolds are known for their deadly Dervish guerrila squads, making use of natural speed and deadly weaponry to eliminate unwary foes. Ixen Aurenclaw was a Kobold hero who followed this Tradition extensively, raiding the Kourman fortresses with hit and run tactics. While Ixen was extraordinarily fast, it is said he was eventually defeated by an army of crystaline titans. The truth of the matter is that he is still running, with a group of perpetual contructs at his heel.

    Spoiler
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    • Class Bonus: You gain a +4 competence bonus to Acrobatics when making a check to move through a threatened square without provoking an attack of opportunity.
    • Passive Effect: The Fighter gains a +5 ft. bonus to speed. This increases by 5 at 5th level and every 5 levels thereafter.
    • 5th Level Bonus: The Fighter gains the benefits of the Whirlwind Attack feat.
    • 10th Level Bonus: As a full round action, the fighter may move up to his speed and attack anyone within reach (once). Starting at level 15, the fighter may move up to twice his speed when executing this maneuver.
    • 15th Level Bonus: When making a full attack, the Fighter can make an additional attack at his highest attack bonus.


    Gritty Improvisationist
    In a fight you don't alway have the right weapon on hand. Thus some learn how to utilise their environment to survive. Many sarli learn this tradition as a form of self-defence.

    Spoiler
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    • Class Bonus: The Fighter gains Proficiency with Improvised Weapons.
    • Passive Effect: Any Improvised Weapon you wield is counted as one size larger for the purposes of damage. At 10th level, this increases to two sizes larger.
    • 5th Level Bonus: The fighter may count as one size larger for the purpose of wielding weapons. If he can already do this, then he may count as two sizes larger for the purpose of wielding weapons.
    • 10th Level Bonus: Any improvised weapons you throw have a range increment of 30 ft. At 15th level, this increases to 50ft.
    • 15th level Bonus: When attacking with an improvised weapon, you can expend 4d6 of your strike dice so that your attack bypasses the damage reduction of the target.


    Iron Knight
    Sometimes, all that stands between victory and defeat is one man who refuses to back down. Fighters who emulate the Iron Knight seek to be that man, standing tall and strong in chaos of battle.

    The Iron Knight combines a nearly impenetrable defence with a canny offense, slipping between enemy ranks to deliver a deadly strike without abandoning a stalwart defence.

    The Aegis created these tactics and techniques during the Aliēnus War to combat the Kobolds skirmishing strategies. Utilising their immense defensive abilities, the Aegis were able to slaughter the kobolds like juggernauts.

    Spoiler
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    • Class Bonus: Your threat range increases by 5 ft.
    • Passive Effect: Enemies treat all squares adjacent to the fighter as if they were difficult terrain. Allies within this area gain +2 AC and DR 2/-.
    • 5th Level Bonus: You gain the Mettle extraordinary ability.
    • 10th Level Bonus: When you damage an enemy, you may sacrifice 2d6 Strike damage to force your opponent to make a Fortitude Save DC (10 + ½ level + Strength Modifier) or be Staggered for 1d4 rounds.
    • 15th Level Bonus: Whenever you make an attack of oppertunity against an enemy, you gain a cover against them until your next turn.


    Jungle Runner
    A style of movement taught by warriors of the Moonshadow Jungles, this tradition requires deft feet and perfect balance. This style trains the Fighters who to move in the wild, along them to climb up cliffs and jump between the branches.

    Ranx are famous for utilsing this tradition. Allowing for their raid and hunting parties to cross huge streches of jungles with great speed, without ever touching the ground. Some have even attempted to apply the talents of this tradition to an urban setting.

    Spoiler
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    • Class Bonus: The Fighter gains a +4 bonus on acrobatics checks.
    • Passive Bonus: The Fighter is constantly under the effects of the Branch to Branch spell.
    • 5th Level Bonus: The Fighter can run while brachiating.
    • 10th Level Bonus: The Fighter can brachiate even when not in a medium or dense forest, as long as it would be reasonable for him to do so (Such as climbing the stalactite covered ceiling of a cavern or parcour around the city).
    • 15th Level Bonus: The enchancement bonus to speed granted from Branch to Branch is increased to +30 ft.


    Masterful Captain
    A style many fighters aspire to learn, every culture has some variation of this tradition. Most fighters do not learn the secrets of tactical command until late in their careers, but some attempt to learn this style early, the better to unite their allies. Fighters who use this style create opportunities for their allies, forging a unit that is far stronger than the sum of its parts.

    Kressos Skurn was the father of the White Raven Discipline, but did not live to see his methodology codified into a martial discipline. The philosopher knight was instead a devout follower of this Tradition, and sought to create a knightly order on par with the legendary Army of Dylian. His treatises on the subject are required reading at most military academies, and some of his more philosophical ideas on small unit combat serve as the inspiration of White Raven manoeuvres.

    Spoiler
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    • Class Bonus: The Fighter gains Negotiator as a bonus feat.
    • Passive Effect: While this Style is active, allies within 10 feet of you gain +1 to Attack, Critical Confirmation, and Damage rolls. This radius increases by 5 feet at 5th level and every 5 levels thereafter.
    • 5th Level Bonus: Allies within range of your passive effect apply your Combat Mastery bonus to combat manoeuvres they attempt.
    • 10th Level Bonus: Whenever you reduce an enemy to 0 hp or less, allies within range of your passive effect gain temporary hp equal to half your Fighter level.
    • 15th Level Bonus: Whenever an adjacent ally has to make a Saving throw, apply the highest saving throw of your allies within range of your passive effect to resist the effect.


    Rugged Survivor
    Not so much a tradition as a state of mind, the Rugged Survivor style emphasizes endurance and adaptability. Most fighters pick this style up some time in their careers, the better to resist the rigors of a soldier’s life.

    The Rugged Survivor style was extensively practiced by the Lacembra warriors of Moonshadow Archipelago, who fight with ferocity and an instinct to survive. This and their natural defences make them amazingly skilled at guerrilla warfare, being able to survive any counter-attack or attrition tactics.

    Spoiler
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    • Class Bonus: Your Fighter hit-dice become d12s.
    • Passive Effect: While this Style is active, you gain DR x/-. Where x is equal to half your Fighter level (Minimum 1). If you already possess damage reduction, then it is instead increased by x.
    • 5th Level Bonus: You gain your choice of the Evasion, Mettle, and Uncanny Dodge extraordinary abilities. If you already possess all three, you gain the improved versions of one of them.
    • 10th Level Bonus: You don't die at -10 HP, instead you die at 0 minus fighter level and constitution modifier
    • 15th level Bonus: The x for your Damage Reduction is increased to your Fighter level. In addition you gain energy resistance 10 to acid, cold, electricity, and fire.


    Savage Slayer
    A mere step removed from animal brutality, this Tradition emphasizes ruthless attack and brutal displays of force. The goal of this style is to utterly destroy the enemy, to break their will and shatter hope. It is not a pretty style, but it certainly is effective.

    This tradition has its origins in the ancient past, as the favoured fighting style of the divine brothers Halstein and Vilmar. A powerful style against the Protogenoi, many gods decried the use of this art as savage and uncivilized. While Halstein eventually moved on to adopt a more knightly combat style, Vilmar revelled in the brutality and slaughter created by this style.

    Spoiler
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    • Class Bonus: Once per round, you can use Intimidate to Demoralize an enemy as a Swift Action.
    • Passive Effect: While in this Style, use d8s for your Strike dice.
    • 5th Level Bonus: You become immune to Dazing, Stunning, and Fear effects while in this style.
    • 10th Level Bonus: You gain the Frightful Presence extraordinary ability. Your Frightful Presence activates whenever you reduce an enemy to 0 hp or lower. All enemies within 30 feet must make a Will Save (DC 10 + ½ level + Strength modifier) or be Shaken for 1d6 rounds.
    • 15th Level Bonus: You may sacrifice all Strike Dice to force an opponent hit by your attack to make a Fortitude Save (DC 10 + ½ level + Strength modifier) or be instantly reduced to 0 hp. An opponent who successfully saves against this attack is immune to this effect for 24 hours.


    Sly Trickster
    While not an honoured fighting tradition, this style is more widely practiced than most fighters are willing to admit to. Combining unmatched tactical versatility with the ability to capitalize upon both enemy and ally attacks, the Sly Trickster style is an asset to any fighter’s arsenal.

    Sarli are the priority users of this tradition, using it as an instinctual survival tactic.

    Valeflor was a Tiefling who aspired to knighthood, but was inclined towards deception and trickery. Eventually embracing her chaotic side, Valeflor eventually created a mercenary company that served as vanguard for some of the more…liberally minded knightly orders. No unit aided by Valeflor ever lost a fight, and to this day “Swords of the Vale” mercenary company is an ally to good knights with open minds.

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    • Class Bonus: The Fighter gains Bluff as a Class Skill.
    • Passive Bonus: While this style is active, enemies who take Strike damage from you are Flat-Footed for 1 round.
    • 5th Level Bonus: You can make an attack of opportunity against an enemy within your threat range when they are successfully damaged by an ally. You may only use this ability once per round, even if you can make multiple attacks of opportunity in a round.
    • 10th Level Bonus: You can sacrifice 1d6 Strike damage to force your opponent to make a Fortitude Save DC (10 + ½ level + Dexterity Modifier) or be Dazed for 1 round. You can instead sacrifice 2d6 Strike damage to Stun a foe or 3d6 Strike damage to Paralyze your enemy.
    • 15th Level Bonus: When an opponent within your threat range misses you with a attack, you can redirect that attack against any target within range of that attack. This attack uses the attackers attack roll to resolve this maneuver, but add your Combat Mastery as a bonus to the roll.
      You may use this ability once per round.


    Advanced Traditions
    Blackguard
    Prerequisite: Evil Subtype, or trained how to use this subtype from a Demon or Devil.
    Cost: While this Tradition is active, your alignment turns one step closer to evil.

    A tradition of evil power and strength, the style of the Blackguard was forged in the lower planes. The Infernal Legions of Abaddon are trained to specialize in this style, nearly at the exception of all others. Every now and then a devil or demon will grant the knowledge of this style to a mortal at the cost of their immortal soul.

    Note: Regardless of the number of times you change to the Blackguard Tradition, you can still only use the 10th level bonus once per day.

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    • Class Bonus: The Fighter gains Knowledge (Planes) as a Class Skill.
    • Passive Bonus: When you activate this Style, your attacks gain the evil alignment subtype, and the subtype for your alignment on the Chaotic/Lawful axis.
    • 5th Level Bonus: You gain DR 10 that can only be bypassed by good attacks. At 10th level and 15th level, this DR increases by 5.
    • 10th Level Bonus: The Fighter gains the Summon Spell-Like ability. Once per day the Fighter can automatically summon 2d10 evil outsiders with a CR of 2 or less, or 1d4 evil outsiders with a CR of 9 or less. This ability is the equivalent of a 6th-level spell. At 15th level, you also gain the ability to summon 1 evil outsider with a CR of 14 or less, though this increases the level level to 8.
    • 15th Level Bonus: You may sacrifice all Strike dice to direct fallen souls with his attack. If this attack successfully kills the target, they must make a Will Save DC (10 + ½ level + Charisma modifier) or be be sent to a lower plane of the Fighters choice as their afterlife.


    Dragon Disciple
    Prerequisite: Dragon Type, or Dragonblooded Subtype
    Cost: While this Tradition is active, you become vulnerable to an energy chosen when this style is first learnt. The energy must be one of the following: Acid, Cold, Electricity, or Fire.
    A style which emphasizes the nobility and fury of dragonkind, this tradition demands a noble bloodline. This tradition warps the Fighters soul and body, making them closer to True Draconic power.

    Dragonborn often attempt to learn this style in the aim of attaining their true power, which is sealed within their flesh.

    Daelon Silverblood was a dragonborn who prided himself on never losing a battle against a draconic foe. He aimed to use honour in every fight and eviserate his opponent by utilising only his natural talents. In ten years he had slain over a hundred vile dragons, and it was through his actions that Sventar justified annihilating The Ruins.

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    • Class Bonus: The Fighter gains Knowledge (Arcana) as a class skill.
    • Passive Bonus: When you activate this Style, choose one of the elemental energies (Acid, Cold, Electricity, Fire, Positive, Negative). The damage type of your strike damage changes to the selected energy. You cannot choose the energy type of your vulnerability.
    • 5th Level Bonus: You gain a +2 bonus to natural armour. At 10th level, and every 5 levels thereafter, this bonus increases by another +2.
    • 10th Level Bonus: All the Natural attacks you possess increase in damage as if you were one size larger.
    • 15th Level Bonus: When making a full-attack, your strike damage bypasses any form of energy resistance. If a target has an immunity to the energy type of the strike dice, it deals half damage instead of none.


    Eternal Blade
    Prerequisite: Access to level 1 Chronoshifts.
    Cost: The first check you succeed with after activating this tradition must be rerolled.
    A style which rends reality with each strike, this tradition requires the eldritch power to manipulate time. This tradition utilises the Fighter's chronokinetic talents to eviserate his foes with even greater skill.

    Erin Tenant is a thrall of sanguine who has been tainted with the power of the monolith. As such she is forced to eternally guard the shards of sanguine, her only payment is the gift to manipulate time. Thus she remains at sanguines tomb, slaying any who near it with her blade.

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    • Class Bonus: The Fighter can expend an Shift Point when attacking, to gain a +1 bonus to the attack and damage roll.
    • Passive Bonus: As long as this style is active, whenever you miss with an attack you can expend a Shift Point to reroll the attack roll.
    • 5th Level Bonus: Whenever you would make an attack, you can expend 3 Shift Points as a free action to make the attack a touch attack.
    • 10th Level Bonus: Whenever you make a rushed step you gain two 5 ft. steps instead of one.
    • 15th Level Bonus: Whenever you make a rushed step you may make an additional move-action that doesn't provoke attacks of oppertunity, instead of 5 ft. steps.


    Sanguine Hunter
    Prerequisite: Vampire Template.
    Cost: While this Tradition is active, your intelligence score is lowered by 2.
    A style which emphasizes the grim hunger of vampires, this tradition requires an undead form. This tradition utilises the Fighters bloodlust, to increase his hunting skill.

    Muirne Brigid is a vampire who tries to subdue her lust for suffering and blood, making sure that she remains an exalted individual. But when she enters combat her repressed impulses immerge, forcing her into a vile hunter of mortals.

    Spoiler
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    • Class Bonus: The damage of the Fighter's bite attack increases as if they were one size larger.
    • Passive Bonus: As long as this style is active, you gain a +10 ft. Bonus to your speed when charging or running. At 5th level and every 5 levels thereafter, this bonus increases by +5 ft.
    • 5th Level Bonus: When using the Blood Drain ability, they are dealt an additional 1d4 points of constitution damage per round.
    • 10th Level Bonus: Instead of being rendered Catontic at zero hit points, you are rendered Catontic at -10. At 15th and 20th level, the amount of health at which you enter Catontic state is lowered by -10.
    • 15th Level Bonus: When making a charge attack, you can sacrifice 2d6 strike dice to gain Improved Grab as an Extraordinary ability for one round. You can also expend an additional 2d6 Strike Dice to gain Pounce as an Extraordinary ability for one round.


    Stained Soul
    Prerequisite: Possess the Shredded Soul Template.
    Cost: While this Tradition is active, your lose 1 hit point every 1d6 rounds.
    When an Ouroboros kills a creature, its soul is torn apart and assimiliated into the beast. Unfortunately if your survive the attack of an Ouroboros your soul is also torn apart and assimiliated into the abomination.

    But a strange gift is also granted to these cursed souls. They may attempt to repair their souls, by devouring the essence of others. This tradition focuses these talents empowering them.

    This Traditional of combat was utilised by a tiefling named Brónach Blackheart, who hungered after the creator of the Ouroboros, attempting to regain her lost life.

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    • Class Bonus: As a swift action you can gain two primary claw attacks, each dealing 1d12 points of bludgeon, piercing, and slashing damage.
    • Passive Bonus: When you make a full-attack, you may use your Soul Eater ability as you a free action.
    • 5th Level Bonus: As long as this style is active, you may choose to not deal additional damage when using your Soul Eater ability, instead calculating how much health you regain from your Strike Dice.
    • 10th Level Bonus: As long as this style is active, you gain Pounce as an extraordinary ability.
    • 15th Level Bonus: If you kill a target with an attack while Soul Eater is active, you can expend a move-action to immediately gain the benefits of a Heal spell (caster level is equal to your fighter level) and the target can't be resurrected (even with a Wish spell)
    Last edited by Milo v3; 2013-02-05 at 03:39 AM.
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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    Given I'm tired now, I skipped the traditions, but here are several things to consider.

    I speak mostly for myself when I say this (though I know for a fact that quite a few others share the notion) when I say that you Special column punishes the eyes.
    One of the more important things in a non-caster base class it the ability to grasp its potential at a glance.
    It also makes it a bit easier to manage and save gametime (nitpicking, I know).
    Don't spread them features so thin. A class feature of a non-casting base class could grand something substantial without one losing sleep overt it. It will also allow you to make the Special column less convoluted.

    Also, If you ever want it to have respect in the big boys' sandbox, you gotta let it manage 2 tradition simultaneously from level 11 and on.

    Now, regarding action economy...
    Basing it on successfully hitting someone is wrong.
    Fist of all, it's shoehorning.
    Second, it reduces options (and this one can be elaborated from here to Timbuktu).

    Lastly, I'm not sure if you've encountered wayfera's "take-2" on this one, but if you haven't, you might want to take a look at my suggestions over there.

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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    Quote Originally Posted by nonsi View Post
    Given I'm tired now, I skipped the traditions, but here are several things to consider.

    I speak mostly for myself when I say this (though I know for a fact that quite a few others share the notion) when I say that you Special column punishes the eyes.
    Okay, I've rewritten some abilities, removed all those Improved abilities, and rewritten the special column so that it follows the progression of an ability per 1.666666666666667 levels.
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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    Quote Originally Posted by Milo v3 View Post
    Okay, I've rewritten some abilities, removed all those Improved abilities, and rewritten the special column so that it follows the progression of an ability per 1.666666666666667 levels.
    Rushed Step (Ex):
    Immediate action for full movement allows for too many loopholes and you might find your fighters becoming practically invulnerable to attacks in many scenarios (complements to Ziegander on that insight).
    Make it so that immediate action allows for a 5ft-step and limit the #uses of Rushed Step per encounter (meybe once per encounter + one more per additional 4 Fighter levels).
    This will serve for balance purposes and put into play the element of combat tactics.

    Preternatural Warrior (Ex):
    Consider banning efects that defy comon sense too much, such as shooting lightning bolts and elemental bursts ond other efects that are noot intrinsically martial.
    Also, clarify that the change is not carried from one round to the next.

    Bonus Feat:
    No need to stop at level 18 (for those who wish to go epic).

    Rugged Survivor:
    Requires formatting.
    Also, if you wish to avoid shoehorning most (if not all) fighters to start with this tradition and prefer it above all others, make the saving throws bonus a class feature somehow and put something else for the passive effect.


    Besides the above, this is now really well executed.

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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    Quote Originally Posted by nonsi View Post
    Rushed Step (Ex):
    Immediate action for full movement allows for too many loopholes and you might find your fighters becoming practically invulnerable to attacks in many scenarios (complements to Ziegander on that insight).
    Make it so that immediate action allows for a 5ft-step and limit the #uses of Rushed Step per encounter (meybe once per encounter + one more per additional 4 Fighter levels).
    This will serve for balance purposes and put into play the element of combat tactics.
    I'll have to change the Eternal Blade discipline now, but it'll be more balanced.

    Preternatural Warrior (Ex):
    Consider banning efects that defy comon sense too much, such as shooting lightning bolts and elemental bursts ond other efects that are noot intrinsically martial.
    Also, clarify that the change is not carried from one round to the next.
    Part of the point was that the attacks can deal fire damage from an attack with a sword or something. Though your weapon doesn't show any sign of being magical (which reminds me that I need to make it not detect as magical).

    Also, the magical effects remain until you revert them, or they leave your grip. They ARE carried from one round to the next.

    Bonus Feat:
    No need to stop at level 18 (for those who wish to go epic).
    Fixed.

    Rugged Survivor:
    Requires formatting.
    Also, if you wish to avoid shoehorning most (if not all) fighters to start with this tradition and prefer it above all others, make the saving throws bonus a class feature somehow and put something else for the passive effect.
    Formating is fixed.
    The passive effect is turned into True Toughness, and isn't useless for Constructs which should be tough.

    Besides the above, this is now really well executed.
    Thanks.
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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    Rugged Survivor is still problematic.
    "Passive Effect: While this Style is active, you gain DR x/-. Where x is equal to half your Fighter level + your constitution bonus (Minimum 1). If you already possess damage reduction, then it is instead increased by x."
    Explanation:
    1. This puts too much emphasis on Con.
    2. Imagine a 2nd level Mongrelman with maxed out Con (eat your heart out Crusader).

    Also, consider keeping the option open whether to stack or not (i.e. overlap).
    It's unorthodox, I know, but since it's a temporary application of a class feature rather than an intrinsic trait, I see no problem there.


    Just for uniformity's sake, consider even incline of Strike damage at a rate of +1d6 per 4 levels.
    You'll lose 1d6 at 5th level, but gain it with a bit extra later on.


    I didn't put a lot of effort on the traditions, so I'll leave them for others to analyze, but as far as the rest goes, don't touch anything beyond addressing the above comments. This remake just about serves its purpose to a T.

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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    Quote Originally Posted by nonsi View Post
    Rugged Survivor is still problematic.
    "Passive Effect: While this Style is active, you gain DR x/-. Where x is equal to half your Fighter level + your constitution bonus (Minimum 1). If you already possess damage reduction, then it is instead increased by x."

    Just for uniformity's sake, consider even incline of Strike damage at a rate of +1d6 per 4 levels.
    You'll lose 1d6 at 5th level, but gain it with a bit extra later on.
    Done and Done.
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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    A thought that just popped to mind...

    True Toughness seem extremely powerful at low levels.
    You might wanna consider capping it to [Con-bonus but no more than 1/2 fighter level] (min 1).
    If my memory serves me, 3e had a feat that increases all saves by +1, so this basically boils down to an automatic bonus feat fer even level.
    This will also reduce incentives for cherry picking.

    Just a thought.

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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    .
    Ok, I had time to go over the traditions and here are the issues I’ve found.



    Traditions


    Arcane Knight
    From how I figure the wording of Break Enchantment, it only removes harmful effects. You might wanna consider changing it to Dispel Magic that’s elevated to Greater Dispel Magic (at a cost of 4d6) starting at level 15.

    Beast Master
    Level 15’s ability is still missing.

    Dervish
    %th & 10th level abilities of this style have "Swashbuckler"/"Dungeoncrasher" written all over them (not that I have anything against those two). Charging & Pouncing doesn’t sit well with the flavor of combat dancing.
    Consider the following alternatives:
    5th Level Bonus: Gain Whirlwind Attack without the need to meet the requirements.
    10th Level Bonus: As a full round action, the fighter may move up to his speed and attack anyone within reach (once). Starting at level 15, the fighter may move up to twice his speed when executing this maneuver.

    Gritty Improvisationist
    Ok mechanically, but seems redundant flavor-wise. This one doesn’t feel appropriate for “Heroes of Legend”.

    Iron Knight
    It’s disturbing that 15th level bonus eats up 5th level bonus. This doesn’t seem to happen with the other traditions.

    Jungle Runner
    This one has “NPC” written all over it. I can’t imagine why a PC would take it.

    Masterful Captain
    What happens if the cohort dies? Is the fighter entitled to another? If so, how does s/he gain a new one ?
    Come to think of it, is an NPC cohort of ½ HD at all useful ?




    Advanced Traditions


    Blackguard
    Not sure what the gameplay implications of the 15th level ability are. Seems like DM’s fiat.

    Eternal Blade
    Why not simply trade Strike dice instead of requiring levels in another class? (this, of course, will require a new class bonus to start with).

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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    Quote Originally Posted by nonsi View Post
    A thought that just popped to mind...

    True Toughness seem extremely powerful at low levels.
    You might wanna consider capping it to [Con-bonus but no more than 1/2 fighter level] (min 1).
    If my memory serves me, 3e had a feat that increases all saves by +1, so this basically boils down to an automatic bonus feat fer even level.
    This will also reduce incentives for cherry picking.

    Just a thought.
    Fixed. Though feats generally are pretty weak when compared to class abilities. Just look at normal toughness.

    Quote Originally Posted by nonsi View Post
    .

    Arcane Knight
    From how I figure the wording of Break Enchantment, it only removes harmful effects. You might wanna consider changing it to Dispel Magic that’s elevated to Greater Dispel Magic (at a cost of 4d6) starting at level 15.
    Done.

    Beast Master
    Level 15’s ability is still missing.
    Added one, but I think it is too weak.

    Dervish
    %th & 10th level abilities of this style have "Swashbuckler"/"Dungeoncrasher" written all over them (not that I have anything against those two). Charging & Pouncing doesn’t sit well with the flavor of combat dancing.
    Consider the following alternatives:
    5th Level Bonus: Gain Whirlwind Attack without the need to meet the requirements.
    10th Level Bonus: As a full round action, the fighter may move up to his speed and attack anyone within reach (once). Starting at level 15, the fighter may move up to twice his speed when executing this maneuver.
    Done.

    Gritty Improvisationist
    Ok mechanically, but seems redundant flavor-wise. This one doesn’t feel appropriate for “Heroes of Legend”.
    A hero who can use anything around him to defeat his foes. A hero who doesn't need weapons.

    Iron Knight
    It’s disturbing that 15th level bonus eats up 5th level bonus. This doesn’t seem to happen with the other traditions.
    Gave it a concealment ability which they can use a large amount.

    Jungle Runner
    This one has “NPC” written all over it. I can’t imagine why a PC would take it.
    Being able to move like an assassin from assassins creed in wooded areas, or if you are 10th level, being able to go assassins creed everywhere.

    Masterful Captain
    What happens if the cohort dies? Is the fighter entitled to another? If so, how does s/he gain a new one ?
    Come to think of it, is an NPC cohort of ½ HD at all useful ?
    It rather useful at low level, but useless mid-level and up.
    I've changed it to gaining the Negotiator feat for now, but it still seems too weak and I plan on changing it ASAP.

    Blackguard
    Not sure what the gameplay implications of the 15th level ability are. Seems like DM’s fiat.
    You rewrite which afterlife an individuals immortal soul goes to when it dies. Despite not having a big mechanical effect, I believe that its still a big deal.

    Eternal Blade
    Why not simply trade Strike dice instead of requiring levels in another class? (this, of course, will require a new class bonus to start with).
    I'm not giving Fighters time manipulation for sacrificing Strike dice.
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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    Quote Originally Posted by Milo v3 View Post
    Fixed. Though feats generally are pretty weak when compared to class abilities. Just look at normal toughness.
    1. I don't know of a group that ever kept Toughness feat core.
    2. Sure, but a feat-equivalent per modifier of a class' primary ability score seems decent to me.


    Quote Originally Posted by Milo v3 View Post
    Added one, but I think it is too weak.
    Not that bad actually, but now I notice that 10th level bonus seems awkward. It's something I'd have trouble rationalizing or directly tie to combat. Also, a companion losing Int just because its master shifts combat tactics... I don't know, this just doesn't sit right for me.


    Quote Originally Posted by Milo v3 View Post
    Gritty Improvisationist
    A hero who can use anything around him to defeat his foes. A hero who doesn't need weapons.
    Ok.


    Quote Originally Posted by Milo v3 View Post
    Gave it a concealment ability which they can use a large amount.
    I'd make it cover rather than concealment, just because it fits better with the theme of having your weapon stand as barrier between yourself and your foe.


    Quote Originally Posted by Milo v3 View Post
    Being able to move like an assassin from assassins creed in wooded areas, or if you are 10th level, being able to go assassins creed everywhere.
    Ok, didn't notice the "everywhere" part.
    Also, try to clarify the "as long as it would be reasonable" part and leave as little as possible to DM's fiat.


    Quote Originally Posted by Milo v3 View Post
    It rather useful at low level, but useless mid-level and up.
    I've changed it to gaining the Negotiator feat for now, but it still seems too weak and I plan on changing it ASAP.
    If the Fighter also gains Sense Motive as class skill, then it would be decent. Otherwise, you could make a new feat that boosts Diplomacy & Intimidate (if there isn't one already in one of the many 3.5e game supplements).


    Quote Originally Posted by Milo v3 View Post
    You rewrite which afterlife an individuals immortal soul goes to when it dies. Despite not having a big mechanical effect, I believe that its still a big deal.
    Guess this could be made useful, if one could quest to another plane of existence to retrieve a lost soul.


    Quote Originally Posted by Milo v3 View Post
    I'm not giving Fighters time manipulation for sacrificing Strike dice.
    Still, levels in another class seems off to me... not sure what to do with this one (don't know of any time-associated templates).

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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    Quote Originally Posted by nonsi View Post
    Not that bad actually, but now I notice that 10th level bonus seems awkward. It's something I'd have trouble rationalizing or directly tie to combat. Also, a companion losing Int just because its master shifts combat tactics... I don't know, this just doesn't sit right for me.
    Basically the Fighter is more focusing and directing the companions, granting the Beast Companions better tactics.

    If the Fighter also gains Sense Motive as class skill, then it would be decent. Otherwise, you could make a new feat that boosts Diplomacy & Intimidate (if there isn't one already in one of the many 3.5e game supplements).
    Strange, I thought I gave it Sense Motive.
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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    Ok, seems like everything has fallen into place.
    My call is not to touch anything other than maybe introducing new traditions.

    I've actually given up hope of this ever happening, but I consider this class an equal counterpart to my Warrior.
    Entirely different makeup, but still a solid out-of-the-box tier-3 martial class that doesn't carry an odor of spellcasting.
    I'm kinda glad that wayfare had left it half baked, because you've maximized the potential of his ingenious concept.
    Kudos to both of you

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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    Quote Originally Posted by nonsi View Post
    Ok, seems like everything has fallen into place.
    My call is not to touch anything other than maybe introducing new traditions.

    I've actually given up hope of this ever happening, but I consider this class an equal counterpart to my Warrior.
    Entirely different makeup, but still a solid out-of-the-box tier-3 martial class that doesn't carry an odor of spellcasting.
    I'm kinda glad that wayfare had left it half baked, because you've maximized the potential of his ingenious concept.
    Kudos to both of you
    Thanks that means a lot. Now I just need to think of some more traditions.
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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    There should be an option for people that don't want to wear ridiculous amounts of armor. One of the things I dislike about so many fighter fixes, is that they give class abilities that practically force a player to wear ridiculous amounts of armor. The ability to FIGHT is what defines a fighter, be it in heavy armor or lighter armor. Yes it's nice that now we can fight in heavy armor, have a high dex, and not be slowed down, but what if we don't want to walk around wearing a thick skin of metal? A whole bunch of class features become useless.

    I mean shoot the Gritty Improvisationialist is a great master barfighter that got thrown into adventure but adapted. Thing is, who the hell pictures this average Joe, become badass running around in plate mail?

    Jungle Runner... again heavy armor still best option, also looks ridiculous...

    Sometimes just want a great fighter, not a battle tank. The agile, less armored FIGHTer needs love too. Too much of D&D's fighter types where heavy armor, but really, when I think of most character concepts many of which are best defined by the concept of fighter, few really look right in heavy armor.

    Am sick of having to have to find work a rounds in classes just to have a character not look like he belongs standing next to a wall in a line in some schmucks palace and often taking a hit to effectiveness in the process.

    Where along the lines did it become necessary that fighters wear ridiculous amounts of armor to function?

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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    Normally I don't like to stick my head in like this, but a few basic concepts for traditions that were missing seemed to sort of jump at me.
    One of the classic ideas of the Fighter is missing, IE: the slow attack+big weapon= massive damage (even more so than just normal full attacks).
    What about a tradition that focuses on using terrain for tactical bonuses?
    (increased high ground bonuses, decreased rough terrain penalty, and bonuses to saves against natural hazards possibly?)
    You're missing out on afew basic creature types that could have fun implications if used as the core for advanced traditions. (Aberrations or Elementals for example)
    EDIT: Also seconding the idea of bonuses to replace the armor bonuses with if one chooses to make unarmored fighters.
    Last edited by TheifofZ; 2012-12-21 at 06:31 AM.
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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    Quote Originally Posted by Faerieheart View Post
    There should be an option for people that don't want to wear ridiculous amounts of armor. One of the things I dislike about so many fighter fixes, is that they give class abilities that practically force a player to wear ridiculous amounts of armor. The ability to FIGHT is what defines a fighter, be it in heavy armor or lighter armor. Yes it's nice that now we can fight in heavy armor, have a high dex, and not be slowed down, but what if we don't want to walk around wearing a thick skin of metal? A whole bunch of class features become useless.

    I mean shoot the Gritty Improvisationialist is a great master barfighter that got thrown into adventure but adapted. Thing is, who the hell pictures this average Joe, become badass running around in plate mail?

    Jungle Runner... again heavy armor still best option, also looks ridiculous...

    Sometimes just want a great fighter, not a battle tank. The agile, less armored FIGHTer needs love too. Too much of D&D's fighter types where heavy armor, but really, when I think of most character concepts many of which are best defined by the concept of fighter, few really look right in heavy armor.

    Am sick of having to have to find work a rounds in classes just to have a character not look like he belongs standing next to a wall in a line in some schmucks palace and often taking a hit to effectiveness in the process.

    Where along the lines did it become necessary that fighters wear ridiculous amounts of armor to function?
    Man, I knew I forgot an issue.

    That.

    Anyways, that angle is already covered by my Warrior.

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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    Quote Originally Posted by TheifofZ View Post
    One of the classic ideas of the Fighter is missing, IE: the slow attack+big weapon= massive damage (even more so than just normal full attacks).
    That's not tradition. That's just selection of an appropriate weapon, such as Greatsword / Great Axe / Halberd . . . (the last one being my personal favorite) + PA + Great Cleave + Improved Sunder.

    The other suggestions are appropriate and could be quite interesting to see.

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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    Quote Originally Posted by Faerieheart View Post
    There should be an option for people that don't want to wear ridiculous amounts of armor. One of the things I dislike about so many fighter fixes, is that they give class abilities that practically force a player to wear ridiculous amounts of armor. The ability to FIGHT is what defines a fighter, be it in heavy armor or lighter armor. Yes it's nice that now we can fight in heavy armor, have a high dex, and not be slowed down, but what if we don't want to walk around wearing a thick skin of metal? A whole bunch of class features become useless.

    I mean shoot the Gritty Improvisationialist is a great master barfighter that got thrown into adventure but adapted. Thing is, who the hell pictures this average Joe, become badass running around in plate mail?

    Jungle Runner... again heavy armor still best option, also looks ridiculous...

    Sometimes just want a great fighter, not a battle tank. The agile, less armored FIGHTer needs love too. Too much of D&D's fighter types where heavy armor, but really, when I think of most character concepts many of which are best defined by the concept of fighter, few really look right in heavy armor.

    Am sick of having to have to find work a rounds in classes just to have a character not look like he belongs standing next to a wall in a line in some schmucks palace and often taking a hit to effectiveness in the process.

    Where along the lines did it become necessary that fighters wear ridiculous amounts of armor to function?
    You don't need to wear heavy armour with this class, in fact the first character I made with this wears a chain shirt. Though I can understand your concern, and will create an ACF which replaces the heavy armour mitigation with light armour bonuses.

    Quote Originally Posted by TheifofZ View Post
    Normally I don't like to stick my head in like this, but a few basic concepts for traditions that were missing seemed to sort of jump at me.
    Good, I was having writters block.

    One of the classic ideas of the Fighter is missing, IE: the slow attack+big weapon= massive damage (even more so than just normal full attacks).
    Colossus Tradition, and it will allow for heros to use swords equal in length to their wielders height. Or a giant executioners axe which make one huge strike strong enough to destroy a mountain.

    What about a tradition that focuses on using terrain for tactical bonuses?
    (increased high ground bonuses, decreased rough terrain penalty, and bonuses to saves against natural hazards possibly?)
    Sounds good, just needs a good name.

    You're missing out on afew basic creature types that could have fun implications if used as the core for advanced traditions. (Aberrations or Elementals for example)
    The problem with the other creature types is selecting prerequistes for them.

    To Do List
    • Aberration Tradition
    • Colossus Tradition
    • Construct Tradition
    • Elemental Tradition
    • Fey Tradition
    • Hunter ACF
    • Monstrous Humanoid Tradition
    • Nimble Fight ACF
    • Open Palm ACF
    • Ooze Tradition
    • Plant Tradition
    • Tactical Tradition
    • Vermin Tradition
    Last edited by Milo v3; 2012-12-23 at 05:53 AM.
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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    The first lot of ACF is created in the form of the Nimble Fighter, which replaces the heavy armour mitigation with light armour restricted benefits.

    Next up is the Empty Palm ACF's, for unarmed fighters.

    EDIT: Empty Palm is up now. Colossus tradition should be up next.
    Last edited by Milo v3; 2012-12-22 at 12:54 AM.
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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    Quote Originally Posted by Milo v3 View Post
    The first lot of ACF is created in the form of the Nimble Fighter, which replaces the heavy armour mitigation with light armour restricted benefits.

    Next up is the Empty Palm ACF's, for unarmed fighters.

    EDIT: Empty Palm is up now. Colossus tradition should be up next.
    Seems like Nimble Fighter and Empty Palm could work together quite nicely.
    Also your unarmed damage dice progress one level too soon (was that intentional?). And just out of curiosity, why split progression into 4 separate tables ?

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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    Quote Originally Posted by nonsi View Post
    Seems like Nimble Fighter and Empty Palm could work together quite nicely.
    It's designed to replace the monk, so I wanted to make sure you can take both.

    Also your unarmed damage dice progress one level too soon (was that intentional?).
    Yes, as you have improved unarmed strike, so it didn't want the player not increasing their unarmed attack for several levels, thus making the feature rather pointless at the first few levels.

    And just out of curiosity, why split progression into 4 separate tables ?
    I orginally say that the table was colossal. So I split it into 4. Then I realised I could reduce it. So now it is only one short table. Though I did that over twelve hours ago, so I'm surprised you still were seeing the 4.

    Also, the Twin Steel tradition is up.
    Last edited by Milo v3; 2012-12-22 at 07:33 PM.
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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    I'm wondering why Strike doesn't apply to all attacks you make... Or, at the very least, increase the number of dice.

    +5d6 split over 4 attacks is really, really pathetic.

    I know that it's the core resource of the class, but really. You could outright triple the amount of dice, triple the amount that everything costs, and it wouldn't make this class all that more powerful.

    Or, a different idea, you get a much larger pool of damage dice, but anything that costs damage dice removes them for the encounter (that kinda trick tires a man out...)
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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    Quote Originally Posted by Amechra View Post
    I'm wondering why Strike doesn't apply to all attacks you make... Or, at the very least, increase the number of dice.

    +5d6 split over 4 attacks is really, really pathetic.

    I know that it's the core resource of the class, but really. You could outright triple the amount of dice, triple the amount that everything costs, and it wouldn't make this class all that more powerful.

    Or, a different idea, you get a much larger pool of damage dice, but anything that costs damage dice removes them for the encounter (that kinda trick tires a man out...)
    Its for balance, and playability. By tripling it, it makes any other non-magical class redundant in combat. Why have sneak attack at all when you deal an additional 3d6 every turn at level 2, or an additional 15d6 every turn at level 18. Also it would really slow down play to have to roll tones and tones of dice every turn.
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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    I don't like Twin Steel for several reasons:
    - Feats are not something that a different state of mind makes inaccessible to you (yes, I'm well aware of the parallel maneuver - among the many reasons why I reject ToB).
    - Attack & AC boosts are not really features.
    - 5th level bonus doesn't make a lot of sense. One being a human food processor isn't necessarily tied to superior battlefield mobility.
    - 15th level bonus doesn't make sense at all (unless you combine it with Dervish and take an appropriate feat) - plus AoOs already play too big a role in martial combat - plus you're never gonna actually capitalize on so many AoOs in practicality (except maybe vs. hordes of half-minded mooks - how often does that happen?).

    2HF, 2WF, 1HF, Blade & Bord, Halberd spinning, Polearm tripping . . . leave those to feats.
    The combination of PHB-I, PHB-II and Complete Warrior offer a wide selection of feat-combos associated with the different fighting styles. if one of them is inferior (1HF for instance), improve it with houseruled/homebrewed feats.

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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    Quote Originally Posted by nonsi View Post
    I don't like Twin Steel for several reasons:
    - Feats are not something that a different state of mind makes inaccessible to you (yes, I'm well aware of the parallel maneuver - among the many reasons why I reject ToB).
    - Attack & AC boosts are not really features.
    - 5th level bonus doesn't make a lot of sense. One being a human food processor isn't necessarily tied to superior battlefield mobility.
    - 15th level bonus doesn't make sense at all (unless you combine it with Dervish and take an appropriate feat) - plus AoOs already play too big a role in martial combat - plus you're never gonna actually capitalize on so many AoOs in practicality (except maybe vs. hordes of half-minded mooks - how often does that happen?).

    2HF, 2WF, 1HF, Blade & Bord, Halberd spinning, Polearm tripping . . . leave those to feats.
    The combination of PHB-I, PHB-II and Complete Warrior offer a wide selection of feat-combos associated with the different fighting styles. if one of them is inferior (1HF for instance), improve it with houseruled/homebrewed feats.
    I didn't really like Twin Steel either, and would like to hear any different ideas for bonuses.

    The reason I'm want a two weapon fighting tradition, is because my ranger fix is going to use Fighter Traditions, and it would be bad if a fix lost some of the little versatility the original class.
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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    Quote Originally Posted by Milo v3 View Post
    Its for balance, and playability. By tripling it, it makes any other non-magical class redundant in combat. Why have sneak attack at all when you deal an additional 3d6 every turn at level 2, or an additional 15d6 every turn at level 18. Also it would really slow down play to have to roll tones and tones of dice every turn.
    I would at least suggest giving them a progression equal to that of a rogue; the thing is, d6s aren't that hard to roll a lot of.

    Plus, considering that the Rogue can, if they know what they're doing, get off up to 70d6 bonus damage in a round...
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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    Quote Originally Posted by Milo v3 View Post
    I didn't really like Twin Steel either, and would like to hear any different ideas for bonuses.

    The reason I'm want a two weapon fighting tradition, is because my ranger fix is going to use Fighter Traditions, and it would be bad if a fix lost some of the little versatility the original class.
    Ok, you lost me there.

    The core Ranger was never that hot.
    Having to choose between TWF and archery, having crappy low-level featured (Endurance... 1/2 level companion... Fav. Enemy........ yay).
    Those extra 2 skill points, crappy spellcasting and HiPS somewhere in a character's far off distant future barely redeem it power-wise (they sure don't redeem it theme-wise).

    Your Fighter is but one feat short of the core Fighter.
    If you take the Nimble Fighter ACF + Beast Master tradition, all you need is to put some feats into TWF, archery & Wild Cohort and you're golden (spells never really felt right for the Ranger anyway).
    With a bit of strategic design (linked to above), you could have one mean ranger.
    Now that I think of it, Beast Master's class bonus should be just that (Wild Cohort). Neat & simple.

    I'd take that over any official Ranger ACF (and any spell-less homebrew Ranger) I've ever seen.

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    Default Re: Fighter Fix (Based on Wayfare's) [PEACH]

    Firstly, I cannot see the Wizard's of the Coast site, and thus cannot see the Wild Cohort.
    Secondly, while the ranger class isn't very good, that doesn't mean it should be removed completely. It just means it needs to be fixed.
    Thirdly, if I did just remove the ranger, I would have to create a ACF for the fighter to give it favoured enemies, so that they aren't gone for ever.

    Despite the above though; your points are valid and this class does effectively make the ranger completely redundant. Thus I'll be making a Hunter ACF, which grants Favoured Enemy) after I figure out a 15th level bonus for Colossus.

    EDIT:
    Quote Originally Posted by Amechra View Post
    I would at least suggest giving them a progression equal to that of a rogue; the thing is, d6s aren't that hard to roll a lot of.

    Plus, considering that the Rogue can, if they know what they're doing, get off up to 70d6 bonus damage in a round...
    I'll probably increase the progression to increase per 3 levels. Though to get more than that you would need to take a ACF which increases Strike, though as you suggested makes sacrificing strike last for the whole encounter. Needs a name though.
    Last edited by Milo v3; 2012-12-23 at 05:45 AM.
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