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    Default A fighter fix--this one actually does something.

    By which I mean, it addresses many of the problems that keep the Fighter from being competitive at higher levels, and its relative lack of tactical options.
    I think so, at least.
    Of course, this also boosts it head and shoulders above other melee classes--my aim was to keep it competitive with Tome of Battle (which inspired some of the abilities).

    Here it is:

    "When on deadly ground--fight." ~Sun Tzu, The Art of War

    -Concentration is a class skill.
    -The Fighter now has the following class abilities:
    Level 1: Bonus Feat
    Level 2: Bonus Feat
    Level 3: Art of War, Simple
    Level 4: Bonus Feat
    Level 5: Art of War, Simple
    Level 6: Bonus Feat
    Level 7: Art of War, Simple
    Level 8: Bonus Feat
    Level 9: Art of War, Advanced
    Level 10: Bonus Feat
    Level 11: Art of War, Advanced
    Level 12: Bonus Feat
    Level 13: Art of War, Advanced
    Level 14: Bonus Feat
    Level 15: Art of War, Complex
    Level 16: Bonus Feat
    Level 17: Art of War, Complex
    Level 18: Bonus Feat
    Level 19: Art of War, Complex
    Level 20: Bonus Feat, Art of War, Peerless

    Art of War: at level 3, and every odd level after that, the Fighter gains a special ability from the appropriate list of Arts of War. No ability may be taken more than once. If an Art of War ability has other such abilities as prerequisites, a Fighter must possess the prerequisite abilities to take the ability in question.


    Simple Arts of War:

    Overcome Difficulty: Weapon Size (Ex) – the Fighter learns to make the most of powerful swings, regardless of the weapon or weapons he is wielding. When using the Power Attack feat, the fighter may add one and a half times the number subtracted from his attack rolls (rounded down) to the damage of a one-handed weapon and one-half times the number subtracted from his attack rolls (rounded down) to the damage of a light weapon.

    Fléche (Ex) – when charging, the Fighter does not provoke any attacks of opportunity.

    Overcome Limitation: Size (Ex)– the Fighter may receive or increase size bonuses (but not penalties), except those to physical attributes, or reduce size penalties (without affecting bonuses), as though he was one size category smaller or larger than he is, at will; he may switch from one to the other as an immediate action. This Art does not permit him to use weapons sized for creatures of a size category different from his own without penalty.

    Expert Flanker (Ex): if the Fighter and an ally are both threatening a creature, they are considered to be flanking it. The fighter may provide flanking to more than one ally in this way, but he only receives the normal +2 flanking bonus, regardless.

    Overcome Obstacle: Terrain (Ex) – the Fighter may treat difficult terrain as though it was regular terrain, thus being subject to none of the limitations of or penalties applied to creatures in difficult terrain.

    Disciplined Will (Ex) – the Fighter battles mental influences fiercely; when he fails a saving throw against a mind-affecting spell or effect, the effect is delayed by a round—it does not apply until the same point during the following round. This does not count against the effect’s duration.

    Battle Learning: Magic (Ex) – the Fighter studies spellcasting enemies, allies, or both, learning to identify their spells so that he can better deal with them. He adds half his class levels, rounded up, as a competence bonus on Spellcraft and Knowledge: Arcana checks, but only in regards to spells being cast.

    Battle Learning: Alertness (Ex) – the Fighter trains to hear and notice things others might overlook, the better to see his enemy coming to stand guard over his sleeping companions. He adds half his class levels, rounded up, as a competence bonus on Spot and Listen checks.

    Battle Learning: Acrobatics (Ex) – the Fighter trains to perform feats of acrobatics and mobility in battle and other situations while armored. His armor check penalty does not apply to his Jump, Balance, Tumble, and Climb skills.

    Weapon Aptitude (Ex) – the Fighter has the flexibility to adjust his weapon training. He can spend 1 hour in weapon practice to change the designated weapon for any feat he has that applies only to a single weapon (such as Weapon Focus). He must have the newly designated weapon available during his practice session to make this change. For example, if he wishes to change the designated weapon for his Weapon Focus feat from greatsword to longsword, he must have a longsword available to practice with during his practice session.
    He can adjust any number of his feats in this way, and he doesn't have to adjust them all in the same way. However, he can't change the weapon choices in such a way that he no longer meets the prerequisite for some other feat he possesses. For instance, if he has both Weapon Focus (longsword) and Weapon Specialization (longsword), he can't change the designated weapon for Weapon Focus unless he also changes the weapon for Weapon Specialization in the same way.


    Advanced Arts of War:

    Overcome Influence – Wind (Ex) – the Fighter has learned to compensate for the wind when he shoots a bow; he may treat wind force as two categories lower (i.e. Severe instead of Hurricane) when determining how they affect his ranged attacks, and may fire arrows or bolts through a Wind Wall spell or equivalent effect as though they were any other normal ranged weapon.

    Overcome Difficulty: Freedom Arcana (Ex) – the Fighter has either had his attempts to grapple an enemy thwarted by the Freedom of Movement spell, or witnessed an ally use such a spell to keep himself safe from grapples. In order to overcome this, the Fighter has developed a complex technique that allows him to defeat the spell’s influence. When the Fighter grapples an enemy under the effects of the Freedom of Movement spell or something that duplicates its effects, his opponent receives +15 on grapple checks made to resist a grapple and grapple checks or Escape Artist checks made to escape a grapple, rather than automatically succeeding on those checks as the spell would normally allow him to do.

    Overcome Limitation: Reach (Ex) – the Fighter trains to attack while positioning, lunge, and fight in close quarters. As a swift action, the Fighter may increase his reach by 5 feet for one round. A Fighter wielding a reach weapon may also take an immediate action to decrease his reach, allowing him to threaten as though he were not wielding a reach weapon. While his reach is increased or decreased, the Fighter takes a –2 penalty to AC. The fighter may restore his reach to normal as an immediate action.

    Charging Pounce (Ex) – the Fighter may make a full attack on a charge. If he has the ability to transfer the to-hit penalty from Power Attack to his AC, he may not use it with Charging Pounce.

    Overcome Obstacle: Distance (Ex) – the Fighter may charge greater distances, moving up to three times his speed on a charge rather than up to two. He may not make a full attack on a charge taking him farther than two times his speed, even if he has the ability to do so (such as from the Charging Pounce Art of War or the Psionic Lion’s Charge power).

    Tactical Awareness (Ex) – the Fighter learns to be aware of the precise details of the battlefield positions of those around him, gaining the ability to pinpoint the unseen. He gains Blindsense 30’ when in combat, which becomes Blindsight 50’ at level 15; however, any creature that has taken no actions on its last round can not be detected by this Blindsense or Blindsight. While the Fighter’s sight or hearing is impaired, such as if he is Blinded, Deafened, in the area of effect of a Darkness spell, he loses his Blindsense; at level 15, his Blindsight is reduced to Blindsense, instead.

    Heart of Battle (Ex) – the Fighter is hardened against the horror and din of battle and the debilitating effects of spells. He becomes Sickened instead of Nauseated, Shaken instead of Frightened, Frightened instead of Panicked, Stunned instead of Paralyzed, Dazed instead of Stunned or Cowering, Staggered instead of Dazed, Fatigued instead of Exhausted, Ability Damaged instead of Ability Drained, and Fascinated instead of Confused. If something would normally inflict the Shaken, Fatigued, or Sickened conditions on him, the Fighter remains unaffected. All such conditions retain their normal durations, and the fighter may only mitigate or negate a number of conditions equal to 3+his Charisma bonus, if any, at a time.

    Spell-Shattering Strike (Su) – the Fighter has fought wizards and learned the power of their spells—and how to combat it. When wielding a magic weapon, he may forego the damage on any attack he makes to strip away a spell currently in effect on the target; if he succeeds on an opposed caster level check, substituting his base attack bonus for his caster level (normally 0), he may dispel a single spell currently in effect on his target. If the fighter is wielding a weapon made of Cold Iron, he receives a +5 circumstance bonus on this check. At level 15, he may also make a single attack as a full-round action, and if it hits, he may attempt to dispel all spells currently on the target instead of doing damage; to do this, he must succeed on a check of 1d20+class level+5 opposed by a caster level check from the caster of the spell for each spell in effect on his target.

    Willful Resistance (Ex) – the Fighter is a disciplined warrior who can use that discipline to batter through spells or effects that might harm them. As an immediate action, the Fighter can replace a single saving throw with a concentration check.

    Basic Mastery: the Fighter may select three Arts of War from the Simple Arts of War list.




    Complex Arts of War:

    Overcome Difficulty: Weakness (Su) – the Fighter knows that his place is on his front line, and he pushes his body beyond its normal capabilities to stay there, come hells or high water. The Fighter automatically reduces any penalty (whether environment-based, magical, or other) applied to his attack rolls, ability scores, and saving throws while in combat by 3+his Constitution bonus, if any. He may only reduce a number of penalties equal to his Constitution bonus or 1, whichever is greater, at a time; however, he selects which penalties to apply the reduction to.

    Tactical Reflexes (Ex) – the Fighter knows when to strike, lightning-fast, at a sudden opening; as an immediate action, he may take an attack action, even when it is not his turn.

    Shattering Blow (Ex) – by focusing and making a single strike rather than several, the Fighter may inflict a devastating blow. As a full-round action, he may make a single attack that ignores the DR and hardness of its target and deals +10d6 damage, +1d6 for every two Fighter levels above 10th.

    Seize the Initiative (Ex) – even if initially surprised, the Fighter can react faster than almost anyone else. As a swift action, the fighter gains a competence bonus to initiative equal to his class level.

    Overcome Limitation: Size Difference (Ex) – the Fighter has learned complex techniques that allow him to match strengths with or topple even enormous beasts. Any creature making an opposed check against the Fighter does not get to add size bonuses to its check. Additionally, the fighter may attempt to grapple creatures up to three size categories larger, instead of just one.

    Overcome Obstacle: Bindings (Su) – the Fighter is capable of focusing his will and brushing aside anything holding him back. As a standard action, the Fighter may grant himself a Freedom of Movement (as per the spell) effect that lasts for a number of rounds equal to the fighter’s class level.

    Mind of Battle (Ex) – the Fighter is an excellent judge of his own skill, and capable of continuously excellent performance. As an immediate action, the Fighter may “take 10” on any one attack roll, opposed check, or saving throw while in combat.

    Tactical Positioning (Ex) – the Fighter has learned how to position himself while fighting; with each successful attack he makes, he may take a free five-foot step that does not count against his limit of one five-foot step per round. This ability applies once per successful attack roll made—if an ability allows the Fighter to make multiple attacks with a single attack roll (for example, the Manyshot feat), the Fighter receives a single five-foot step if the attack roll succeeds. The fighter may not move further than his current move speed with these five-foot steps.

    Spell-Parrying Steel (Su) – the Fighter has dealt with enough spellcasters to learn to react to their spells—and send them hurtling back. When the figher is the target of a ranged touch attack with a spell or spell-like ability and is wielding a magic weapon, he may, as an immediate action, make an attack roll (with a +5 circumstance bonus if the weapon he is parrying with is made of Cold Iron) versus a DC of 10+the spell’s caster level+the spellcaster’s casting ability modifier. If he succeeds, the spell is deflected and dissipates harmlessly as it rebounds off of the Fighter’s weapon.

    Advanced Mastery – the Fighter may select two Arts of War from the Advanced Arts of War list.



    Peerless Arts of War:

    Peerless Reactions (Ex), prerequisites Willful Resistance, Tactical Reflexes – the Fighter has a mental focus greater than any opponent, allowing him to react much faster than others. He gains a second swift or immediate action, now able to take two in a round rather than the one he could normally.

    Peerless Awareness (Ex), prerequisites Seize the Initiative and Tactical Awareness – the Fighter has developed an awareness of the so perfect it borders on the supernatural. The Fighter now always adds a competence bonus equal to his one-half class level to his initiative checks, and the Blindsense or Blindsight granted by Tactical Awareness increase to 60’. Additionally, he cannot be surprised.

    Soul of Battle (Su), prerequisites Heart of Battle and Mind of Battle – the Fighter is a master of battle, his force of will making his body far tougher than it seems. He automatically suceeds on saves vs. massive damage, does not fail saving throws on a natural 1, is immune to critical hits, [Death] spells and negative levels, and may reroll one attack roll per round.

    Spell-Destroying Steel (Su), prerequisites Spell-Shattering Strike and Spell-Parrying Steel – the Fighter has trained long and hard to be able to combat mages; when using Spell-Parrying Steel, he may also parry spells that target him (but not area-of-effect spells such as Fireball) even if they don’t involve a ranged touch attack. Additionally, he may, as an immediate action, cause any spell or spell-like ability producing a force effect in any square the fighter threatens to fail, unless the caster succeeds on a caster level check, DC 10+the fighter's level (+5 more if the fighter is wielding a weapon made of cold iron).

    Peerless Tactics (Ex), prerequisites Tactical Reflexes, Lightning Reactions – the Fighter can influence the course of an entire battle, gaining a tactical advantage; as a result, he can spend an immediate action to make a full attack once per encounter.
    Last edited by Bears With Lasers; 2007-01-11 at 04:12 PM.

  2. - Top - End - #2
    Dwarf in the Playground
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    Default Re: A fighter fix--this one actually does something.

    Hrrrrrrrm.

    Wow, that's a LOT of feats the Fighter no longer has to worry about.

    Let's all digest this. Oh, and I like the Spell-Destroying Blow. :) Although a lot of this stuff is all up in the Epic grill...

    But that's not unusual. :)

    Hrrrrrmmm...

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    Default Re: A fighter fix--this one actually does something.

    While reading through this, I kept finding things that made me think "wow, that's overpowered", but every time, some spell or another would pop into my head, leaving me to think "wait, no it isn't!"

    I think I like this. I just may have to test it at some point...

  4. - Top - End - #4

    Default Re: A fighter fix--this one actually does something.

    It is.

    Changed Spell-Destroying Blow a bit, it was a bit too good. There's probably others that are too good; feel free to point out anything that's unbalancing (compared to spellcasters, Tome of Battle classes, and the like, not the good ol' Barbarian and Paladin and such).

    Edit: made Soul of Battle (Su); nerfed Peerless Awareness to fighter level/2 constantly rather than fighter level, to keep Seize the Initiative useful.

    A lot of these things seem really powerful at first glance, but the important balancing factors are swift/immediate actions (you can only do so much in any one round--I'm thinking of removing the Complex Art that gives a second immediate action) and the fact that I'm comparing them to what casters can do.
    Last edited by Bears With Lasers; 2006-12-30 at 03:23 AM.

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    Ogre in the Playground
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    Default Re: A fighter fix--this one actually does something.

    Speaking of the Barbarian and Paladin...
    what does this do for them?

  6. - Top - End - #6

    Default Re: A fighter fix--this one actually does something.

    This does nothing for them; I'm fixing the Fighter here, not all of D&D. :P A "quick fix" would be to give then an Art of War every three levels.
    Last edited by Bears With Lasers; 2006-12-30 at 03:31 AM.

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    Ogre in the Playground
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    Default Re: A fighter fix--this one actually does something.

    Hey, they're basicly fighters who spent all their bonus feats on dubious class features

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    Default Re: A fighter fix--this one actually does something.

    Basically.

    One of the things I'm considering here is removing the Complex "extra immediate action" Art. I don't know if it makes things too good, when you can use'em together or twice a round.

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    Default Re: A fighter fix--this one actually does something.

    I kept thinking it was overpowered as I read, but then I thought: oh wait, thanks to ToB, Warblades can do about twice this much stuff and still have several fighter bonus feats. My picknits:

    I think Baisic Mastery should only give you two, three just sounds like too much.

    Spell Destroying Stell needs a range on that force destruction. Also, spell parrying and spell destroying feel a little too strong still. A fighter's attack bonus is likely to be higher than a caster's CL+casting ability mod. Weapon enhancements are common, but (except for the bead of cheese), CL boosts are fairly rare, especially in magic item form. I've never seen a magic item (except the bead of cheese) grant more than a +1 to CL, so this ability favors the fighter rather than being on even ground.

    Edit: yeah, you should probably remove the extra immediate action one. Getting an extra swift action takes epic, and generally the limit of one/round is what keeps them from being the uber cheese. Even one more is a bad idea.
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    Default Re: A fighter fix--this one actually does something.

    I'd say Advanced Arts are better enough than Simple ones to justify getting three Simple Arts for one Advanced. I mean, I still wouldn't do it if I were playing this fix.

    Spell-Destroying Steel does need a range, yeah; I'm tempted to limit it to "when the spell gets cast within reach", but that's a bit limiting. Within charge range, maybe.

    As to spell-parrying/destroying being strong, they're meant to be. The Fighter's giving up nifty other abilities for them, and the caster still has a bunch of options, like non-single-target spells, area spells, casting two spells in one round, etc; compare that ability to a 50k Rod of Absorption. The Rod's limited-use, but more absolute.

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    Default Re: A fighter fix--this one actually does something.

    Shouldn't the "add his class levels to initiative" be an immediate action, not a swift one? Since... once he uses it he won't be able to act since his turn woul dhave already passed? Or is it so that he can go, and then go again at the start of the next turn?

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    Default Re: A fighter fix--this one actually does something.

    Quote Originally Posted by Cybren View Post
    Shouldn't the "add his class levels to initiative" be an immediate action, not a swift one? Since... once he uses it he won't be able to act since his turn woul dhave already passed? Or is it so that he can go, and then go again at the start of the next turn?
    That's exactly what it's for. It's ripped straight out of the Moment of Alacrity maneuver from Tome of Battle, basically (7th level, Diamond Mind).

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    Default Re: A fighter fix--this one actually does something.

    Mind of Battle (Ex) – the Fighter is an excellent judge of his own skill, and capable of continuously excellent performance. As an immediate action, the Fighter may “take 15” on any one attack roll, opposed check, or saving throw while in combat.
    How frequently can this be used? Once per day, once per round, once per combat?
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    Default Re: A fighter fix--this one actually does something.

    "As an immediate action," like it says. So once/round, presuming you don't use your immediate action on the ten other abilities that need it.

    Mind of Battle was inspired by a) Weapon Supremacy (take 10 on an attack, add +5) and b) Expending psionic focus + a Concentration-check-for-X Diamond Mind maneuver from ToB.

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    Default Re: A fighter fix--this one actually does something.

    This will get play tested in one of my groups by he end of next week so we will see how it works out.

    It loosk good though bears.

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    Default Re: A fighter fix--this one actually does something.

    Seems roughly as powerful as warblade, if not more so. I like it.
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    Default Re: A fighter fix--this one actually does something.

    Good; Warblade power is about what I was going for. :)

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    Default Re: A fighter fix--this one actually does something.

    Seize the initiative seems a bit weak for complex art of war. I would propably make it advanced instead. (Sure, it might let fighter act twice in a round but only once per fight, still not acting more than once per round and even these assume that he was last in initiative the first round. While useful, spending a complex art of war on something that might come up on the second round of the fights in which I am ((nearly))last in initiative is just not something that seems worth it.)

    Otherwise, neat "addon package". None of the abilities seem abusable or broken, though I get a feeling that there is some way to abuse being able to take attack action as immediate action but I just can't think of a way now... :D Have you concidered submittin this to WoTC char op boards and asking if they see anything broken in it?
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  19. - Top - End - #19

    Default Re: A fighter fix--this one actually does something.

    I'm going to do that eventually; I figured I'd drop it here and see if there was anything glaring, first.

    I assigned Seize the Initiative to Complex Arts because it's essentially the same as the 7th-level Moment of Alacrity maneuver. Going first next round is pretty useful--it can mean the difference between just moving up to an enemy caster, or moving up and finishing him off.

    I should consider switching it and the attack-as-an-immediate action one, maybe.

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    Default Re: A fighter fix--this one actually does something.

    I like the idea of giving fighters abilities using swift and immediate actions, actions are the coin of combat after all. However, I don't really like the flavor and targets of many of the abilities. The abilities you've given the fighter seem targeted towards making him a mage killer rather than a better tank. To me classes aren't balanced by the ability to kill or defeat another class in a duel, they're balanced by being the best at their role and having something to add in most situations.
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    Default Re: A fighter fix--this one actually does something.

    I disagree. Only a small portion of the new fighter's abilities are directly related to fighting casters. The rest of the abilities, while certainly useful when facing casters, are more general in application.

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    Default Re: A fighter fix--this one actually does something.

    Approximately one third of the abilities are directly related to killing casters. Several others are indirectly related to killing casters.
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    Default Re: A fighter fix--this one actually does something.

    I would say Heart of Battle might need to be complex rather than advanced. But i'm conflicted on that.
    On one hand, if you don't get it early enough its not going to be very useful.
    On the other hand, there are a lot of enemies that are rendered completely usesless by it. A lot.

    PS. Personally, I think that fighters should be stronger in combat than casters, because they can use their magic out of combat to do so much more, so I don't think you have to worry about anything being particularly overpowered.

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    Default Re: A fighter fix--this one actually does something.

    Isn't the ability to take 15 on an attack a little bit powerful? Take the ability that allows you three immediate actions, and three attacks a turn you know exactly what it's going to hit. Figure out your opponents AC, and you can power attack for the absolute maximum for three attacks, without reducing your AC or with a chance of missing.

    Also, with a falchion or a scimitar, you can get criticals every time with it.

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    Default Re: A fighter fix--this one actually does something.

    I hadn't even considered at looking at how you would confirm criticals, maybe just have it apply to the initial attack roll?

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    Default Re: A fighter fix--this one actually does something.

    Quote Originally Posted by Raum View Post
    I like the idea of giving fighters abilities using swift and immediate actions, actions are the coin of combat after all. However, I don't really like the flavor and targets of many of the abilities. The abilities you've given the fighter seem targeted towards making him a mage killer rather than a better tank. To me classes aren't balanced by the ability to kill or defeat another class in a duel, they're balanced by being the best at their role and having something to add in most situations.
    True. And as it stands, they add little in situations against spellcasters, so it is logical they get boost there.


    I don't think that the thingy Null Ashton points out is overpowered: Sure, at level 20 you can take 15 on three attack rolls but that means you don't use actions on other stuff (like making three additional attacks. As immediate actions.) and you don't have other peerless stuff then (which are nice)

    EDIT: BTW, this would be mean in gestalt game, because caster gets more quickened spells per round. At 20th level, three quickened spells + normal spell per round... But well, who balances classes for 20th level gestalt games...?
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    Default Re: A fighter fix--this one actually does something.

    Quote Originally Posted by NullAshton View Post
    Isn't the ability to take 15 on an attack a little bit powerful? Take the ability that allows you three immediate actions, and three attacks a turn you know exactly what it's going to hit. Figure out your opponents AC, and you can power attack for the absolute maximum for three attacks, without reducing your AC or with a chance of missing.

    Also, with a falchion or a scimitar, you can get criticals every time with it.
    Its based off of Weapon Supremacy. Bears and I debated this for a while last night and decided it was balanced. It's only doable at 20th level and it requires you to invest in 2 complex Arts, 1 Advanced Art, and 1 Peerless Art.

    And you can't ever get a critical with Mind of Battle. To get a critical requires you to [b]roll[/roll]. So if you want to be anal about the RAW he can't crit.



    And Seize the Initiative should stay complex if for no other reason then its a prerequisite for Peerless Awareness, which is arguably the most powerful ability up there.

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    Default Re: A fighter fix--this one actually does something.

    Overcome Limitation is beyond ridiculous. It gives you an improved version of Powerful Build, which is already overpowered,

    I really think these should just be feats with prerequisites of FTR levels. As it stands, it may offer power but it ruins the entire fun and coolness of the fighter class: the customization and access to feats.

    (Yes, and ToB is a ludicrous, heavily overpowered book that I never allow use of because it was dumb for a multitude of reasons, so it isn't a good judgement of whether something is or isn't overpowered.
    Gnoll Paladin with Zanbatou Avatar by Oregano.

    Homebrews:

    Quote Originally Posted by ExHunterEmerald
    Incidentally, Armadillo, I'd suggest you were hit by a spark of inspiration, but that would knock your armor off.

  29. - Top - End - #29
    Firbolg in the Playground
     
    Emperor Tippy's Avatar

    Join Date
    Oct 2005
    Location
    Earth

    Default Re: A fighter fix--this one actually does something.

    ...Bears didn't remove the bonus feats. The fighter still has them and just gets this stuff on top of it.

  30. - Top - End - #30
    Ogre in the Playground
    Join Date
    Mar 2006

    Default Re: A fighter fix--this one actually does something.

    Quote Originally Posted by ArmorArmadillo View Post
    Overcome Limitation is beyond ridiculous. It gives you an improved version of Powerful Build, which is already overpowered,

    I really think these should just be feats with prerequisites of FTR levels. As it stands, it may offer power but it ruins the entire fun and coolness of the fighter class: the customization and access to feats.

    (Yes, and ToB is a ludicrous, heavily overpowered book that I never allow use of because it was dumb for a multitude of reasons, so it isn't a good judgement of whether something is or isn't overpowered.
    Well, overcome limitation:size explicitly Access:denies using larger weapons without penalty.
    While you have the right to do so, I don't see what's so overpowering about ToB when there are wizards who can turn into dragons, and druids who can turn into dragons, and clerics who can well they don't fit the dragon-themed analogy but still they're pretty good.

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