A Monster for Every Season: Summer 2
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    Troll in the Playground
    Join Date
    Jul 2009
    Location
    Garreg Mach Monastery
    Gender
    Female

    Default Yet Another Fighter Remake [D&D 3.5] (PEACH!)

    Fighter

    GAME RULE INFORMATION
    Fighters have the following game statistics.
    Abilities: Strength and Constitution are paramount to a fighter. Dexterity helps too; Intelligence aids a skillful fighter, while Wisdom boosts his Will saves and Charisma aids his social skills.
    Alignment: Any.
    Hit Die: d10
    Starting Age: As bard.
    Starting Gold: 6d4x10.

    Class Skills
    The Fighter's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Martial Lore (Int), Ride (Dex), Swim (Str), Tumble (Dex).

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

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

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

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Feat of Strength

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Combat Maneuver

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Feat of Strength

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Combat Maneuver, Grit Pool +1

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +2
    |Feat of Strength

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +2
    |Combat Maneuver

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +2
    |Feat of Strength

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +3
    |Combat Maneuver

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +3
    |Feat of Strength, Grit Pool +2, Combat Mastery

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

    12th|
    +12/+7/+2
    |
    +8
    |
    +4
    |
    +4
    |Feat of Strength

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

    14th|
    +14/+9/+4
    |
    +9
    |
    +4
    |
    +4
    |Feat of Strength

    15th|
    +15/+10/+5
    |
    +9
    |
    +5
    |
    +5
    |Combat Maneuver, Grit Pool +3

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +5
    |
    +5
    |Feat of Strength

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +5
    |
    +5
    |Combat Maneuver

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +6
    |
    +6
    |Feat of Strength

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

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +6
    |
    +6
    |Feat of Perfection, Grit Pool +4[/table]

    Class Features
    All of the following are class features of the Fighter.

    Weapon and Armor Proficiencies: Fighters are proficient with all simple and martial weapons, all light, medium and heavy armors, and all shields. In addition, he may select up to 3 exotic weapons, armors, and/or shields, and gain proficiency with them as well.

    Grit (Ex): Grit is the fighter's determination and panache in combat. He gains grit by executing foes, enacting certain plans in battle or making especially deadly blows. Whenever he strikes the finishing blow on a creature that grants him XP, he gains 1 Grit. Whenever he confirms a critical hit, he gains 1 Grit. Certain feats of strength or combat maneuvers may also grant Grit. A fighter begins each encounter with 0 Grit in his Grit Pool. At the end of each encounter, his Grit Pool resets to 0. At 5th level, the fighter begins each encounter with 1 Grit in his Grit Pool. At 10th, 15th and 20th levels, this amount increases by 1 (to a maximum of 4 Grit at level 20).

    As an immediate action, the fighter can spend 1 point of Grit to gain one of the following benefits:

    • Add 1/4 of his Fighter levels (minimum 1, rounded down) to all attack and damage rolls for 1 round.
    • Add 1/4 of his Fighter levels (minimum 1, rounded down) to all rolls to confirm critical hits for 1 round.
    • Add 1/4 of his Fighter levels (minimum 1, rounded down) to his AC until the beginning of his next turn.
    • Add 1/3 of his Fighter levels (minimum 1, rounded down) to all saves of a single type (Fortitude, Reflex or Will) until the beginning of his next turn.
    • Remove from himself any one of the following conditions: blinded, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, knocked down, nauseated, panicked, paralyzed, petrified, prone, shaken, sickened, stunned or turned.


    By spending an additional 5 points of Grit, he can use this ability as a free action instead of an immediate action. The bonuses granted by this ability stack with other bonuses but do not stack with themselves.

    Bonus Feat: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. This bonus feat must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

    Feats of Strength: Similar to bonus feats, Feats of Strength are ways in which the fighter becomes an exemplar of combat. Though almost every Feat of Strength is usable explicitly in-combat, some can be used outside of it as well. The fighter gains a Feat of Strength at 2nd level and every even level beyond that (4th, 6th, etc., up until 18th). All Feats of Strength are extraordinary in nature and continue to function in antimagic fields, dead magic zones, etc.

    See the next section for a complete listing of all Feats of Strength.

    Combat Maneuvers: While Feats of Strength are typically passive bonuses for the fighter, combat maneuvers tend to be actively used abilities. Some are like Feats of Strength, but only apply to certain feats (such as Power Attack or Cleave). The fighter gains a Combat Maneuver at 3rd level and every odd level beyond that (5th, 7th, etc., up until 19th). All Combat Maneuvers are extraordinary in nature and continue to function in antimagic fields, dead magic zones, etc.

    See the next section for a complete listing of all Combat Maneuvers.

    Combat Mastery (Ex): At 10th level, a fighter can retrain himself in the manner of combat, having achieved mastery over his maneuvers. At any point during the day, the fighter can enter a trance in which he reviews all of the forms and combat styles he knows, drawing on different information for his skills. This trance lasts for 15 minutes. At the end of his trance, the fighter may reselect any number of his combat maneuvers.

    Feat of Perfection (Ex): At 20th level, a fighter becomes supremely confident in the particular area a single Feat of Strength encompasses. At the beginning of each day, the fighter can select a new Feat of Strength to apply this ability to. The fighter must practice and meditate for 1 hour to apply this ability to the Feat of Strength, if he chooses to change it. He can only apply this ability to one Feat of Strength at a time, and may only change it by meditating for 1 hour.

    When a Feat of Strength is modified by Feat of Perfection, it grants new and improved effects above and beyond what it normally grants. See the individual Feat of Strength descriptions for how Feat of Perfection modifies them.

    FEATS OF STRENGTH
    Most feats of strength do not have requirements, though some do. The usual requirement for a feat of strength is a certain Fighter level, though some may have other requirements, such as other feats of strength.

    Ambidextrous
    You do not suffer penalties associated with attacking with weapons sized appropriately for you in each hand. You can also make 1 attack with an offhand weapon at your full base attack bonus whenever you make a standard or full attack action. When your base attack bonus reaches +6, you can make a second attack with your offhand weapon at BAB – 5, but only while making a full attack action. When your base attack bonus reaches +11, and again at +16, you can make a third and fourth attack with your offhand weapon at BAB – 10 and BAB – 15, respectively. (For example, if your base attack bonus is +9, you can make two attacks with your main hand weapon during a full attack action, and two attacks with your offhand weapon, one at your full base attack bonus and a second at your base attack bonus – 5. If your base attack bonus is +15, you can make three with your main hand, and three with your offhand – one at your full BAB, one at BAB – 5, and another at BAB – 10.) This Feat of Strength does not stack with Two-Weapon Fighting, Improved Two-Weapon Fighting, or Greater Two-Weapon Fighting.
    Special: This Feat of Strength counts as the Two-Weapon Fighting, Improved Two-Weapon Fighting, and Greater Two-Weapon Fighting feats for a feat or prestige class that requires them.
    Perfection: When selected with Feat of Perfection, you make all attacks while wielding two weapons sized appropriately for you at your full base attack bonus, instead of at an increasingly penalized base attack bonus (so at 20th level, a full attack action would be made at your full +20 bonus, instead of +20/+15/+10/+5).

    Power Shot
    Prerequisites: Power Attack feat
    You can make surprisingly deadly attacks with a ranged weapon. Making these deadly attacks are more difficult, because you must focus on a smaller area of a creature to make the shot count. On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged attack damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. If you are wielding a composite bow (or specially crafted or enchanted bow to allow you to add your Strength to damage rolls), you instead add twice the number subtracted from your attack rolls.
    Perfection: You add twice the number subtracted from your attack rolls with all ranged weapons, and add thrice the number subtracted from your attack rolls with composite bows (or similar bows).

    Bonus Fighter Feat
    You gain a bonus feat from the Fighter Bonus Feat list that you qualify for. For the purposes of selecting fighter bonus feats with mental ability score requirements (intelligence, wisdom, or charisma requirements), you may select those feats as if you had an intelligence, wisdom, or charisma score equal to 10 + your base attack bonus instead of your actual intelligence, wisdom or charisma score.
    Perfection: Select a second Fighter Bonus Feat. You gain the effects of that bonus feat for 24 hours, even if you do not qualify for it. If you select a new Feat of Perfection, the effects of the bonus feat immediately disappear.

    Deflection
    You can give up an attack of opportunity to deflect an incoming ranged or melee weapon attack. You must be wielding a weapon or shield to make use of this ability. As a free action, you may make a single attack roll against an incoming attack; if you surpass the attacker's attack roll on this attack, you deflect it harmlessly. Each time you attempt to deflect an attack, you lose one attack of opportunity normally available to you in that round.
    Perfection: You do not lose attacks of opportunity when using Deflection, though you still can only use it a number of times per round equal to the attacks of opportunity you normally have.

    Empowered Fortitude
    If you succeed on a Fortitude save with a "Fortitude save: half" or "Fortitude save: partial" effect, you suffer no ill effect or damage at all. If you fail your save, you are still affected by the effect as normal.
    Perfection: Even on a failed save, you only suffer the half or partial effect.

    Empowered Will
    If you succeed on a Will save with a "Will save: half" or "Will save: partial" effect, you suffer no ill effect or damage at all. If you fail your save, you are still affected by the effect as normal.
    Perfection: Even on a failed save, you only suffer the half or partial effect.

    Evasion
    If you succeed on a Reflex save with a "Reflex save: half" or "Reflex save: partial" effect, you suffer no ill effect or damage at all. If you fail your save, you are still affected by the effect as normal.
    Perfection: Even on a failed save, you only suffer the half or partial effect. In addition, all allies within 30 feet of you automatically make their Reflex save against the same effect if you fail yours.

    Arcane Defense
    Prerequisites: Fighter level 6
    Arcane spells that target you have their caster level reduced by an amount equal to 1/4 your Fighter levels. You can choose to allow certain spells, at your discretion, to affect you at full caster level.
    Perfection: You gain spell immunity against arcane spells below 6th level, as if you had insurmountable spell resistance against them. You can choose to allow certain arcane spells to affect you on a case-by-case basis.

    Divine Protection
    Prerequisites: Fighter level 6
    Divine spells that target you have their caster level reduced by an amount equal to 1/4 your Fighter levels. You can choose to allow certain spells, at your discretion, to affect you at full caster level.
    Perfection: You gain spell immunity against divine spells below 6th level, as if you had insurmountable spell resistance against them. You can choose to allow certain divine spells to affect you on a case-by-case basis.

    Unshakable
    Prerequisites: Fighter level 10
    If you fail a save against a spell, you gain a +5 bonus to saves of that type for a number of rounds equal to the spell's level. This bonus doesn't stack with itself, but can apply to all three saves at once.
    Perfection: You gain an additional save against spells with lingering effects (such as the paralyzing effects of a blasphemy spell) one turn after they initially affect you and you fail your save. You make this new save with the +5 bonus from Unshakable.

    Indomitable
    Prerequisites: Fighter level 12, Unshakable feat of strength
    Whenever you gain the effects of Unshakable, you gain 1 Grit. This effect can only occur once every 5 rounds.
    Perfection: The effects of Indomitable can occur as often as you gain Unshakable, instead of occurring only once every 5 rounds.

    Supreme Might
    Prerequisites: Fighter level 4
    You can expend 1 Grit to gain a bonus equal to your Fighter level on all Strength-, Dexterity-, and Constitution-based checks and skills for 1 round per 5 Fighter levels you have (minimum 1, rounded down).
    Perfection: You may use a Strength, Dexterity, or Constitution check in place of an Intelligence, Wisdom or Charisma check for the duration of Supreme Might.

    Deadly Skill
    Prerequisites: Fighter level 8
    Choose a damage type (slashing, piercing, or bludgeoning). Whenever you are wielding a weapon that deals that damage type, that weapon's critical multiplier increases by 1 step (2x -> 3x, 3x -> 4x, etc).
    Special: You may select this Feat of Strength multiple times. Each time you select it, it applies to a different damage type.
    Perfection: While wielding a weapon that deals the damage type selected with Deadly Skill, that weapon's critical threat range also increases by 1 (stacking with all other forms of critical threat range increase).

    Supreme Mind
    Prerequisites: Fighter level 12
    You can expend 1 Grit to gain a bonus equal to your Fighter level on a single Intelligence-, Wisdom-, or Charisma-based check or skill.
    Perfection: This bonus extends to all Intelligence-, Wisdom-, and Charisma-based checks and skills for 1 round per 5 Fighter levels.

    Skilled
    You gain 4 extra skill points immediately and 1 extra skill point whenever you take a new Fighter class level. In addition, choose a skill that is not a class skill for you. That skill becomes a Fighter class skill for you. For example, if you select this Feat of Strength at level 2, you immediately gain 4 skill points and can choose to make Knowledge (arcana) a class skill. At level 3, you gain 5 skill points + your Int modifier, instead of 4 + your Int modifier. At level 4, if you select Skilled again, you choose a new skil to become a class level, immediately gain 4 skill points, and gain 5 skill points + your Int modifier from levelling up. The next level you take, you would gain 6 + your Int modifier from having chosen Skilled twice.
    Special: You may select this Feat of Strength multiple times. Each time you select it, you choose a new skill to become a class skill and you increase the number of skill points you get each time you take a new Fighter level by 1.
    Perfection: You gain a +20 perfection bonus to one skill you have at least 1 rank invested in. If you selected the Skilled Feat of Strength more than once, you gain a +20 perfection bonus to one additional skill in which you have at least 1 rank invested in for every Skilled Feat of Strength you have.

    Armor Mastery
    Prerequisites: Fighter level 4
    You gain DR/epic based on the weight class of the armor you are wearing:

    {table=head]Armor type|DR gained
    Light|1/3 Fighter levels
    Medium|1/2 Fighter levels
    heavy|Equal to Fighter levels[/table]

    Perfection: All damage dealt to you is reduced by an amount equal to your Fighter level. This ability stacks with DR. The DR granted by Armor Mastery becomes DR/-, instead of DR/epic.

    Dodge
    Prerequisites: Fighter level 8
    Enemies suffer a 20% miss chance when attempting to attack you. You only gain this bonus when you are aware of the attack (when you are not denied your Dexterity bonus against that attack).
    Special: This Feat of Strength counts as the Dodge feat for a feat or prestige class that requires it.
    Perfection: Enemies always suffer a 20% miss chance against you (even if you are denied your Dexterity bonus to AC). When you are aware of their attacks, enemies suffer a 50% miss chance instead.

    Superior Deflection
    Prerequisites: Fighter level 8, Deflection feat of strength
    You can use attacks of opportunity to deflect rays and spells that require a ranged attack, melee touch attack or ranged touch attack as if they were ranged or melee weapon attacks; however, you suffer a -5 penalty on the attack roll to deflect them. A ray deflected with this ability has a 30% chance of striking the caster; otherwise it simply fires off harmlessly.
    Perfection: Instead of deflecting rays and other spells that require an attack roll, you reflect them at their caster. Use the attack roll for your attack of opportunity instead of the caster's attack roll to determine if it hits the caster.

    Shield Savant
    While wielding any shield larger than a buckler, you gain a deflection bonus to AC equal to 1/2 your base attack bonus, up to a maximum of your Fighter levels. In addition, you treat your shield as being two sizes larger for the purpose of shield bash attacks. This effective size increase stacks with other effective size increases (such as the "bashing" enchantment) as well as actual size increases.
    Perfection: Whenever a creature provokes an attack of opportunity from you and you are wielding any shield larger than a buckler, you can choose to instead make a special Shield Smash attack. This attack inflicts damage as a normal shield bash attack and also attempts to remove a single spell of the highest caster level on the creature (caster level for this check is +20, and made as if with greater dispel magic).

    Resistant Body
    Prerequisites: Fighter level 6
    Select two energy types (fire, acid, cold, electricity, negative, positive or sonic). You gain resistance against those two energy types equal to your Fighter level.
    Special: You may select this Feat of Strength multiple times. Each time you select it, you choose two new energy types.
    Note: Negative and positive energy resistance apply to spells like inflict moderate wounds against a living creature or cure moderate wounds used against an undead creature (respectively). They only apply to damage dealt, not damage healed.
    Perfection: You gain immunity to the energy types selected with this Feat of Strength. If you have selected it multiple times, you gain immunity to one of the energy types selected with each additional Resistant Body Feat of Strength. For example, if you have taken Resistant Body for fire, cold, acid, and sonic damage (having taken it twice), you can gain immunity to fire and cold damage (selected with the first Resistant Body) and either acid or sonic (selected with the second Resistant Body).

    Dual Perfection
    Prerequisites: Fighter level 18
    Select two Feats of Strength you have. When you apply Feat of Perfection to one of them, you gain the Perfection effect of the other as well.
    Perfection: Choose two kinds of rolls (attack, damage, skill, ability, etc). You gain a +5 perfection bonus on those rolls. In addition, select one Feat of Strength you know. You may gain the Perfection effect for 1 minute by spending 1 Grit.

    COMBAT MANEUVERS

    Volley
    Prerequisites: Rapid Shot feat
    When you use your Rapid Shot feat, you may make an additional attack at your base attack bonus -5.

    Hail of Arrows
    Prerequisities: Rapid Shot feat, Volley combat maneuver, Fighter level 7
    When you use your Rapid Shot feat, you may make two additional attacks at your base attack bonus -5 (thus you can make a total of three additional attacks).

    Double Strike
    Prerequisites: Ambidextrous feat of strength
    The first time you attack while wielding two weapons, you add the damage and effects from your offhand weapon to the damage and effects of your mainhand weapon, as if you had struck with both weapons instead of just your mainhand weapon.

    Cascade of Steel
    Prerequisites: Ambidextrous feat of strength, Fighter level 7
    Each time you successfully hit and deal damage to a creature with a melee attack, all other attacks you make against that creature in the round gain a +2 bonus to attack and damage rolls.

    Cheap Shot
    Whenever a creature is denied their dexterity bonus to AC against you or you are flanking them, you deal an additional 1 point of damage per Fighter level you have. This damage is considered precision damage and functions similarly to Sneak Attack damage.

    Dirty Tricks
    Prerequisites: Cheap Shot combat maneuver, Fighter level 9
    When you attack a creature that is denied their dexterity bonus to AC against you, you may choose to forego the bonus damage from Cheap Shot for 1 round to blind, daze, stun, or nauseate the victim for 1 round. You must wait 1d4+1 rounds after using Dirty Tricks to affect the same creature again.

    Butcher
    Prerequisites: Cleave feat, Fighter level 5
    As a standard action, you can make a single attack at your full base attack bonus against a creature within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a creature that is adjacent to the first and also within reach.

    Storm of Steel
    Prerequisites: Butcher combat maneuver, Cleave feat, Fighter level 9
    As a full round action, you can make a single attack at your full base attack bonus against a creature within reach. If you hit you deal damage normally and can make an additional attack (using your full base attack bonus) against a creature that is adjacent to the first and also within reach. If you hit against that creature, you can continue making attacks against adjacent creatures within reach. You can only attack an individual creature once per action.

    Surprise Follow-through
    Prerequisites: Butcher combat maneuver, Cleave feat, Fighter level 7
    Whenever you make a Cleave or Great Cleave attack (either with the Cleave feat, the Great Cleave feat, the Butcher combat maneuver or the Storm of Steel combat maneuver), each creature other than the first is denied its dexterity bonus to AC against you.

    Hilt Bash
    You can make a hilt bash attack as part of a full attack routine to stun and bludgeon a foe, based on the weight of the weapon wielded. You deal bludgeoning damage equal to the weight of the weapon plus your Strength modifier if it is a light weapon, plus 1.5x your Strength modifier if it is a one-handed weapon, or plus 2x your Strength modifier if it is a two-handed weapon. The victim is stunned for a number of rounds based on the timing of the bash: it is stunned for 1 round if you replace the first attack in your full attack routine with a hilt bash; if you replace the second attack, it is stunned for 2 rounds; if you replace the third or fourth attack in your full attack routine with a hilt bash, it is stunned for 1d3+1 rounds. Because this attack is unwieldly and not the intended use for a weapon, it is treated as being an attack with an improvised weapon (-4 to attack rolls).

    For example, if you attempt a hilt bash as the third attack in your four-attack routine using a Greatsword and you have a Strength of 20, you would deal 8 (a greatsword's weight) + 10 (2x your Strength modifier) bludgeoning damage, with a total penalty to the attack roll of -14 (-10 base attack bonus for being your third attack, and -4 for being an improvised weapon). If you hit, the creature would be stunned for 1d3+1 rounds.

    You can only attempt this attack once every 2d4+1 rounds; creatures who fall for it once are slow to let you attempt it again, and using it too often renders it ineffectual.

    Shield Wall
    Prerequisites: Shield Savant feat of strength, Fighter level 5
    While fighting defensively with a shield larger than a buckler, all damage you suffer is reduced by an amount equal to 1/2 your Fighter levels (to a minimum of 0, rounded up). If you take total defense, all damage you suffer is instead reduced by an amount equal to your Fighter levels (to a minimum of 0, rounded up). If an attack made against you in a round wherein you are fighting defensively or taking total defense inflicts 0 damage, you gain 1 Grit. You can only gain 1 Grit per round with this ability.

    Supreme Speed
    Prerequisites: Fighter level 9
    You can spend Grit to enhance your speed, granting you unnatural quickness and bonus actions.

    If you spend 1 Grit, you gain one additional swift or immediate action.
    If you spend 4 Grit, you gain one additional move or standard action.
    If you spend 9 Grit, you gain one additional full round or full attack action.

    Using this ability is a free action that can be used once per round.

    Scorpion's Sting
    Prerequisites: Fighter level 11
    You can throw a melee or throwing weapon at a creature within 10 feet per Fighter level that you can see or reasonably pinpoint the location of. You must have line of effect to the creature as well. Resolve this throw as a melee attack (including bonuses and penalties such as from Power Attack). If you hit and deal damage, the weapon returns to you and drags the creature to the space closest to you between you and it. If you miss or do not deal damage, only your weapon returns. Using Scorpion's Sting is a swift action.

    Aerial Assault
    Prerequisites: Fighter level 7
    You can perform seemingly impossible acrobatic stunts, particularly while attacking. You gain a perfect fly speed equal to your land move speed; in effect, you become able to 'step' upon the air and treat it as if it were stable ground. If you end your turn in the air, you fall to the ground if you did not make a successful attack against a creature in that turn. Regardless of how many attacks you make, you can only spend a number of rounds consecutively in the air equal to your Fighter level before you must land. In addition, when you fall, you take damage as if you had fallen 10 feet less per Fighter level, to a maximum of 200 feet at level 20.

    Accurate Strike
    Prerequisites: Power Attack feat
    When using your Power Attack feat, you gain a +1 bonus to attack rolls for every 2 points of penalty to attack rolls you take. This bonus doesn't allow you to take larger penalties to hit (as you are still restricted to your base attack bonus), it only minimalizes the impact of that penalty.

    Deconstructive Strike
    Prerequisites: Accurate Strike combat maneuver, Fighter level 5
    When using your Power Attack feat against a construct or undead, you are able to score critical hits and inflict precision damage on any attack in which you take a penalty of -5 or more. You must still meet the requirements of scoring a critical hit (threatening and confirming) or inflicting precision damage (denying their dex to AC vs. you) to deal them.

    Culling Strike
    Prerequisites: Accurate Strike combat maneuver, Fighter level 7
    When using your Power Attack feat against an elemental or plant creature, you are able to score critical hits and inflict precision damage on any attack in which you take a penalty of -5 or more. You must still meet the requirements of scoring a critical hit (threatening and confirming) or inflicting precision damage (denying their dex to AC vs. you) to deal them.

    Splattering Strike
    Prerequisites: Accurate Strike combat maneuver, Fighter level 9
    When using your Power Attack feat against an ooze or a creature whose critical immunity comes from a magical source (such as a minotaur wearing a +1 heavy fortification breastplate), you are able to score critical hits and inflict precision damage on any attack in which you take a penalty of -5 or more. You must still meet the requirements of scoring a critical hit (threatening and confirming) or inflicting precision damage (denying their dex to AC vs. you) to deal them.

    Faster than the Eye
    Prerequisites: Fighter level 17
    You can expend Grit to move faster than the eye can track. While other creatures appear to stop, you are in fact moving so quickly that they do not seem to move. For every 2 Grit you expend, up to 8 Grit, you are free to act for 1 round of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While this ability is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of Faster than the Eye have their normal effects on other creatures once this ability ends. You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession.

    You are undetectable while Faster than the Eye lasts.

    Expending Grit in this way is a standard action. You can only use Faster than the Eye once per encounter.

    Sabre Lash
    Prerequisites: Butcher combat maneuver, Storm of Steel combat maneuver, Fighter level 15
    Whenever you successfully hit with a Cleave or Great Cleave attack (either with the Cleave feat, the Great Cleave feat, the Butcher combat maneuver or the Storm of Steel combat maneuver), two creatures adjacent to the creature struck and within your reach automatically take damage equal to your Strength modifier. This ability does not enable you to make more Cleave or Great Cleave attacks than normal, because it is not considered an attack. However, this ability can trigger your Cleave or Great Cleave feats normally, because it can still drop or kill creatures.

    For example, if you use Storm of Steel to attack a minotaur who is adjacent to an ogre who is adjacent to a goblin, all of which are within your reach, you can attack the minotaur and make a cleave attack against the ogre. If you hit the minotaur, you automatically deal damage equal to your Strength modifier to the ogre, and can make an attack against the ogre. If you hit the ogre, you automatically deal damage equal to your Strength modifier to the minotaur and the goblin, and can make an attack against the goblin. If you hit the goblin, you automatically deal damage equal to your Strength modifier to the ogre.
    Last edited by Derjuin; 2013-08-12 at 12:35 PM.
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    Default Re: Yet Another Fighter Remake [D&D 3.5] (PEACH!)

    This fix is actually not that bad.

    The main problem is that there are just not enough Grit points to manage.
    1. Crit confirmation doesn't even occur, on average, on every encounter at the first 6 levels.
    2. Felling opponents happens more near the end of an encounter than at the first 2 rounds.

    Allow a fighter to start an encounter with 1 Grit point, increasing by +1 with each 3 levels after 1st (4/7/10/13/16/19) instead of every 5th level and you'll have something solid to start with.
    To represent a fighter's battlefield assessment and combat adaptation, I'd even go as far as allowing the accumulation of 1 Grit point at every round where a fighter doesn't spend Grit, provided s/he doesn't suffer from any negative condition. This will add an element of combat strategy.
    Also, from what I could tell, you offer only one feat of strength and one combat maneuver that grant extra Grit, so even if you take both, you're not gonna abuse the system.

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    Default Re: Yet Another Fighter Remake [D&D 3.5] (PEACH!)

    Grit Pool: Scales linearly.
    Combat Maneuver: Unless higher level ones are rocking better, same ability at 19 as you get at 3?
    Feat of StrengtH: Same ability at 18 that you get at 2?

    Combat Mastery: Meh. How about letting a Fighter reselect a single maneuver as a standard action?

    Feat of Perfection: I don't like your reselect mechanics, really. Fighter's shouldn't have to be meditating for an hour.

    ...

    Your perfections are crappy for level 20 abilities.

    Dual Perfection is useless when you can get it.

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    Default Re: Yet Another Fighter Remake [D&D 3.5] (PEACH!)

    Quote Originally Posted by nonsi View Post
    This fix is actually not that bad.

    The main problem is that there are just not enough Grit points to manage.
    1. Crit confirmation doesn't even occur, on average, on every encounter at the first 6 levels.
    2. Felling opponents happens more near the end of an encounter than at the first 2 rounds.

    Allow a fighter to start an encounter with 1 Grit point, increasing by +1 with each 3 levels after 1st (4/7/10/13/16/19) instead of every 5th level and you'll have something solid to start with.
    To represent a fighter's battlefield assessment and combat adaptation, I'd even go as far as allowing the accumulation of 1 Grit point at every round where a fighter doesn't spend Grit, provided s/he doesn't suffer from any negative condition. This will add an element of combat strategy.
    Also, from what I could tell, you offer only one feat of strength and one combat maneuver that grant extra Grit, so even if you take both, you're not gonna abuse the system.
    Thanks for the PEACH

    I wanted to control the accumulation of Grit, so I started low and I'll be increasing or changing it as others point out in which ways it's too low. I like the idea of gaining Grit by not using it (essentially taking scope of the battle and using tactics when they're called for), and your suggested progression is probably better than the meager amounts I've started with.
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    Default Re: Yet Another Fighter Remake [D&D 3.5] (PEACH!)

    Quote Originally Posted by Yakk View Post
    Grit Pool: Scales linearly.
    Yes, and there are more ways than just your starting pool to get Grit.

    Quote Originally Posted by Yakk View Post
    Combat Maneuver: Unless higher level ones are rocking better, same ability at 19 as you get at 3?
    Did you read any of them? Time stop's at 17, Celerity at 9, Flight at 7. They are EX abilities.

    Quote Originally Posted by Yakk View Post
    Feat of StrengtH: Same ability at 18 that you get at 2?
    Did you read any of them?

    Quote Originally Posted by Yakk View Post
    Combat Mastery: Meh. How about letting a Fighter reselect a single maneuver as a standard action?
    Good idea. I'll keep it in mind as I redo parts of the Grit mechanic.

    Quote Originally Posted by Yakk View Post
    Feat of Perfection: I don't like your reselect mechanics, really. Fighters shouldn't have to be meditating for an hour.
    I thought being able to reselect your capstone during downtime was a pretty good deal.

    Quote Originally Posted by Yakk View Post
    Your perfections are crappy for level 20 abilities.
    If you compare them to things like Wish or Miracle, sure. This isn't intended to make the Fighter tier 1. Note the lack of spellcasting...

    Quote Originally Posted by Yakk View Post
    Dual Perfection is useless when you can get it.
    Intended - it's for your Feat of Perfection.
    Last edited by Derjuin; 2013-08-12 at 03:35 PM.
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    Default Re: Yet Another Fighter Remake [D&D 3.5] (PEACH!)

    I just had an idea, see if you like it.

    Overcoming an opponent with power maneuvers (bull rush, sunder and overrun) also grants +1 Grit.
    This has 2 motivations:
    1. Overcoming an opponent with such maneuvers is in a strong sense invigorating.
    2. You finally have a reason to use the Overrun maneuver.

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    Default Re: Yet Another Fighter Remake [D&D 3.5] (PEACH!)

    Quote Originally Posted by Derjuin View Post
    Did you read any of them? Time stop's at 17, Celerity at 9, Flight at 7. They are EX abilities.
    *nod*, was commenting as I read.
    I thought being able to reselect your capstone during downtime was a pretty good deal.
    Again, make it a standard action. That is expensive enough that doing it in combat is only barely viable, and doing it out of combat is easy.
    I thought being able to reselect your capstone during downtime was a pretty good deal.
    If it was a good capstone, sure.
    If you compare them to things like Wish or Miracle, sure. This isn't intended to make the Fighter tier 1. Note the lack of spellcasting...
    There is a lot of room between the Fighter and tier 1.
    Intended - it's for your Feat of Perfection.
    Bad design. Don't give things that are utterly useless until a later point.

    As an easy fix: you can probably start giving out Feats of Perfection at an earlier level, and then give the standard action retrain at level 20.

    ...

    As noted, crits are hard to pull off in order to get Grit.

    We could play with this, such as like this:

    Perfect Strike: When making an attack, you can replace your BaB with your fighter level. If you do so, you roll 2d20 and take the best result. If you roll doubles and the roll hits, the hit is considered a confirmed critical hit.

    That'll boost your crit rate from 5% of hits to ~10% of hits.

    It can improve to: "If the lower of the two rolls hits, the attack is considered a critical hit" at some later level.

    ...

    I might be tempted to make your Wushu abilities require some feat (which grants other bonuses), like Areil assault. Another idea would be to require you push off something, even as light as a leaf, flower petal or grain of sand, and allow leaps of up to a certain distance (like 20'). So you could run through the air in a sandstorm, or off tree limbs, but you couldn't float in the air.

    ...

    You should probably work out a more sensible grit cost curve.

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