Results 1 to 3 of 3
- Join Date
- Jan 2012
- Half past Crazy
My attempt at a high tier Fighter [PEACH]
Every homebrewer tries it sooner or later. This is my attempt.
Level BAB Fort Ref Will Special Exploits Known Max Exploit Level 1st +1 +2 +0 +2 Bonus Feat 2 1 2nd +2 +3 +0 +3 Bonus Feat 3 1 3rd +3 +3 +1 +3 Re-focus 4 2 4th +4 +4 +1 +4 Bonus Feat 5 2 5th +5 +4 +1 +4 Blood, Sweat and Tears +1 6 3 6th +6/+1 +5 +2 +5 Bonus Feat 7 3 7th +7/+2 +5 +2 +5 Blood, Sweat and Tears +2 8 4 8th +8/+3 +6 +2 +6 Bonus Feat 9 4 9th +9/+4 +6 +3 +6 Blood, Sweat and Tears +3 10 5 10th +10/+5 +7 +3 +7 Bonus Feat 11 5 11th +11/+6/+1 +7 +3 +7 Careful Strike 12 6 12th +12/+7/+2 +8 +4 +8 Bonus Feat 13 6 13th +13/+8/+3 +8 +4 +8 Blood, Sweat and Tears +4 14 7 14th +14/+9/+4 +9 +4 +9 Bonus Feat 15 7 15th +15/+10/+5 +9 +5 +9 Blood, Sweat and Tears +5 16 8 16th +16/+11/+6/+1 +10 +5 +10 Bonus Feat 17 8 17th +17/+12/+7/+2 +10 +5 +10 Endless Master 18 9 18th +18/+13/+8/+3 +11 +6 +11 Bonus Feat 19 9 19th +19/+14/+9/+4 +11 +6 +11 Blood, Sweat and Tears +6 20 9 20th +20/+15/+10/+5 +12 +6 +12 Bonus Feat 21 9
Hit Die: d10.
Class Skills: The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.
All of the following are class features of the Fighter.
Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
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. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, ect). These bonus feats 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.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.
Fighters have a lot of tricks they can use. These tricks are called exploits. At first level, a fighter can have 2 exploits known. This amount increases every level after that, up to 21 at level 20. When the fighter levels up, they instantly choose their new exploit known.
At first level, the fighter can only have level 1 exploits known. At level 3, they gain access to level 2 exploits. This increases every odd numbered level, up to level 9 exploits at level 17.
Passive exploits are always working while known. Active exploits known can be activated twice per day. Trivial exploits known can be activated at will. Activating an active or trivial exploit takes a standard action unless the exploit notes otherwise. All exploits are (Ex) abilities, even those that copy a spell. If an exploit allows a saving throw, the DC is 10+the level of the exploit+the fighters Constitution modifier.
Starting at level 3, the fighter can change their focus rather swiftly. By practicing for 1 day, the fighter can re-choose all of their fighter bonus feats and exploits known. They may switch to any feats or exploits they qualify for now, regardless of if they qualified for it when they got the feat or exploit slot. Feats changed via this can be used to qualify for other feats in the same re-focus.
Blood, Sweat and Tears (Ex):
A fighter doesn't need magic within their weapons; they can put it their themselves. Starting at level 5, all weapons and armor the fighter uses or equips begin earning Potential. Weapons and Armor gain Potential in two different ways:
Weapons gain Potential when they attack someone. Whenever a weapon being used by a fighter hits with an attack roll, the weapon gains 1 Potential.
Armor gains Potential when it stops an attack. Whenever a fighter wearing armor is missed by an attack that would have hit if the armor wasn't there (i.e. the attack would have hit the fighters AC minus the bonus from the armor), the armor gains 1 Potential.
By focusing on their equipment, a fighter of at least 5th level can awaken the potential within their equipment. Doing this takes 1 hour and costs Potential from the item and XP from the fighter as follows:
- Normal to Masterwork: 1 Potential, 0 XP
- Masterwork to +1: 1 Potential, 20 XP
- +1 to +2: 2 Potential, 40 XP
- +2 to +3: 3 Potential, 60 XP
- +3 to +4: 4 Potential, 80 XP
- +4 to +5: 5 Potential, 100 XP
- Adding a +1 property: 1 Potential, 20 XP
- Adding a +2 property: 2 Potential, 40 XP
- Adding a +3 property: 3 Potential, 60 XP
- Adding a +4 property: 4 Potential, 80 XP
- Adding a +5 property: 5 Potential, 100 XP
- Adding a property with a flat cost below 4,000 gp: 1 Potential, 20 XP
- Adding a property with a flat cost between 4,001-16,000 gp: 2 Potential, 40 XP
- Adding a property with a flat cost between 16,001-36,000 gp: 3 Potential, 60 XP
- Adding a property with a flat cost between 36,001-50,000 gp: 4 Potential, 80 XP
- Adding a property with a flat cost between 50,001-70,000 gp: 5 Potential, 100 XP
The fighter can also reverse this process by focusing on the item for 1 hour; this refunds the Potential but not the XP.
Careful Strike (Ex):
Fighters can make their attacks carefully. Starting at level 11, fighters no longer automatically miss attack rolls on a natural 1. Instead, a natural 1 imposes a -5 penalty on the attack roll.
Endless Master (Ex):
The greatest of heroes never fade. Starting at level 17, fighters become immune to aging, becoming ageless. As a result, they no longer take penalties to their ability scores for aging, nor do they gain bonuses (any penalties/bonuses previously obtained remain). They do not die of old age.
Spoiler: Exploit ListLevel 1:
Razor Wind (Trivial): Make a melee attack from up to 10 feet/level away.
Arrow Sieve (Trivial): Make a single ranged attack on two targets, using the weaker of their AC. If it hits, both take the damage.
Swiftfoot (Active): +30 ft. land speed for 1 minute/level.
Thickskinned (Active): +4 AC for 1 hour/level.
Shake Hearts (Active): Target within 40 feet is frightened, if your level is greater than their hit dice (Will save reduces it to shaken).
Needless (Passive): Do not need food/water. Only need 2 hours sleep.
Lightfall (Passive): All falling damage is cut in half.
Seeing Eyes (Passive): Endless detect magic, as the spell.
Boost (Trivial): Target within 30 feet gets +1 on attack rolls and saves for 1 minute/level.
Endure (Active): Gain temporary hp equal to twice your level for 1 minute.
Headshaker (Active): Make an attack. This attack deals Int, Wis, and Cha damage equal to a third of your level (round down), instead of normal damage (Fort save negates the damage).
Force Surge (Active): You get +4 untyped bonus to Strength or Dexterity for 1 minute/level.
Wise Man (Passive): See invisible creatures or objects.
Combat Eyes (Passive): Know the HD and BAB of those you can see.
Hammerspace (Passive): Carry up to 3 lbs/level in hammerspace. Draw items from hammerspace as a move action.
Cleave Magic (Trivial): Dispel magic, as the spell.
Flying Leap (Active): Gain a 50 foot jump speed for 1 minute/level.
Assist (Active): Target within 30 feet gets +2 bonus on attack rolls, saves, skill checks for 1 minute/level.
Commander (Active): Suggestion, as the spell.
Well Prepared (Passive): Can buy and carry up to 50 gp of undefined non-magical stuff, and choose what it is later.
Ranged Threat (Passive): If you have a ranged weapon ready, you threaten all spaces within 30 feet.
Durable (Passive): Gain DR 2/-.
Restore (Trivial): Target you touch heals 4d8. Takes 1 minute to activate.
Dimension Slash (Active): Teleport up to 10 feet/level as a move action.
Crush Hopes (Active): Crushing despair, as the spell.
Planar Guard (Active): Make an attack. If the target is an extraplanar creature, it is forced to its native plane if the attack hits.
Blood Purge (Passive): You are immune to poisons/diseases.
Pure Force (Passive): You get a +2 Enhancement bonus to Strength and Dexterity. This stacks with Endless Force.
Double Strike (Trivial): Make two attacks at the same target. Takes a move action to activate.
Spin Strike (Active): Make a single melee attack on all adjacent targets, using the weakest AC of the bunch. If it hits, all take the damage.
Warp Slash (Active): Teleport up to 100 miles/level, with up to 3 others. Full-round action.
Calling Slash (Active): Summon monster V, as the spell. Full-round action.
Endless Load (Passive): Never run out of non-magical ammunition.
Great Leap (Passive): Gain a 30 foot jump speed.
Rally (Trivial): You and all allies within 30 feet get +2 bonus on attack rolls, saves, skill checks for 3 rounds.
Live On (Active): Heal yourself 30 hit points. You may use this while dead, if you died within the last hour (this use does bring you back from the dead).
Pure Gaze (Active): True seeing, as the spell.
Protection (Passive): You get a +6 resistance bonus to all saving throws.
Inner Reserves (Passive): You do not need to breathe.
Knockback (Trivial): Make a melee attack. If it hits, your target is pushed back up to 5 feet/level (the exact distance is up to you).
Planar Slash (Active): Plane shift, as the spell. Full-round action.
Stop Magic (Active): Antimagic field, as the spell. The duration is reduced to 5 rounds/level.
Untouchable (Passive): You gain the benefit of a 10% miss chance.
Omniglot (Passive): You can speak/understand/read/write all languages.
Second Wind (Active): Heal up to your max hp. Gain temporary hp equal to your max hp for 1 minute.
Slayer (Active): Attack you make kills your target (Fort to avoid).
Endless Force (Passive): You get a +4 enhancement bonus to Strength, Dexterity and Constitution. This stacks with Pure Force.
Locked Mind (Passive): Endless mind blank, as the spell.
Rift Slash (Active): Gate, as the spell.
Master of All (Active): You can use your active exploits of level 5 or lower without using up daily uses for 1 minute.
Constant Vigilance (Passive): Endless foresight, as the spell.
Endless Life (Passive): You gain fast healing 3.
A fighter also can research exploits independently, much as an spellcaster can research spells. Only the creator of such a exploit can have it as an exploit known, unless they decide to share it with others.
Spoiler: Jump SpeedJump Speed: As a move action you may jump up to your jump speed in any direction. As a double move action you may jump up to 2x your jump speed. You may also take the run action while jumping which is base speed x4 (x5 with run feat). Unlike most jumping, this does not require a running start. You may choose to jump less than the full distance allowed to you, if you wish.
You can make these jumps off of any surface (walls, floors, ceilings, trees, other creatures up there, etc). As a full round action, you may jump up to your jump speed in any direction without any support at all, but you take 1 point of non-lethal damage for doing this.
Furthermore, if you are in freefall, you may choose to fall half the speed you would fall. Making this choice is a free action, and lasts until you hit the ground or jump again. This slowdown, in addition to slowing your fall to control your location, cuts any falling damage you would take from that fall in half.
This overrides the normal rules for jumping.
- Join Date
- Nov 2011
Re: My attempt at a high tier Fighter [PEACH]
Much better than the standard fighter. A few problems:
- 2/day is effectively useless for abilities for attack abilities, but reigns supreme on buff spells. Looking at the effects of the exploits listed, I feel like you should just make these at-will/passive.
- Stuff like Razor Wind, Arrow Sieve, Cleave Magic, Hammerspace, Planar Guard, Commander, etc. feel overtly magical and not fighter-ish.
- Most of this class still sticks to "move and attack" where "attack" is replaced by "use offensive exploit". It's not... inspiring.
- There's no way to advance in fighter exploits without going into other classes. I don't know how to deal with this without making you do lots of work, so it's the least important.
I'd like to clear up those first, before I delve any deeper into the class. I notice a lot of these abilities are totally taken from spells. That causes big problems because a lot of spells suck (Boost, for instance) and some are incredibly awesome (Wise Man, Force Surge).
But most importantly: I don't think this models a "fighter" as people commonly see it. You're welcome to disagree or embrace that, and keep the class going of course, but this feels less like a "fighter fix" and more like an alternative to ToB called "fighter".
- Join Date
- Jan 2012
- Half past Crazy
Re: My attempt at a high tier Fighter [PEACH]
Addressing the concerns of the post above mine, I have defined a third type of exploit, usable at will.
To talk a bit about design goals: the goal here is to reach tier 2 while still staying near the fighter in concept. I know some might think I am drifting too close to ToB, but really it can't be avoided if climbing the tiers is my goal and I don't see it as a bad thing.