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  1. - Top - End - #31
    Ogre in the Playground
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    Default Re: My Latest big project! ( a big deal fighter fix)

    Ok, i have decided on having a list of Archetypes

    Archer - for a ranged projectile combat specialist
    Cavalier - for a mounted combat specialist
    Commander - for a Leadership tactician combat role
    Dervish - for a dual wielding role
    Fencer - for the 1 handed semi-dirty fighting combat role
    Knight - for the protective and defensive combat role
    Slayer - for the brutal offensive combat role
    and lastly
    Man-at-Arms for the generic base combat and utility role

    (if i am missing any classic fantasy archytypes here let me know please)

    Im going to go back to the drawing board on how and what to slap a particualr disicpline into its archetype role.

    right now im hopeing to get 8 to 10-ish Disciplines under each of the Main categories and have 50-60 under the Man-at-Arms.

    my plan is to hit my various D20 books ( i have a lot to say the least) to break some class abilities up into disciplines. Like for instance taking some class abilities from the well im not sure if its Iron Kingdoms or Iron Heroes but the one that basically split the fighter into several classes called Archer, and excecutioner, and making some of them disciplines..

    Im terrible with typed grammar and spelling. I have no idea what it is but for some odd reason when it on the computer I just can't type to save my life and it literally takes me several minutes to find each little misstype or grammar mishap. SO, if anybody would be so kind to assist me on that front Id appreciate it.

  2. - Top - End - #32
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    Default Re: My Latest big project! ( a big deal fighter fix)

    Can you use Microsoft Word or Google Docs or some other program with a spell check? (Heck, even some web browsers have plug-ins for that sort of thing-- I know mine does). Copy-paste your post in and it'll mark most of your typos for you.
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  3. - Top - End - #33
    Ogre in the Playground
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    Default Re: My Latest big project! ( a big deal fighter fix)

    I did, actually me being the smart guy that I am spent 2 hours trying to self correct my post then i said to myself 'DERP just go to word and copy paste, fool!"

    but it seems that word did a crap job as samburke said that my post is still screwed up, soo maybe it is just a curse of mine. Even when i use a spelling and grammar correcting program it don't work either.

  4. - Top - End - #34
    Ettin in the Playground
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    Default Re: My Latest big project! ( a big deal fighter fix)

    Quote Originally Posted by ngilop View Post
    Ok, I have decided on having a list of Archetypes. Here they are:

    Archer - for a ranged projectile combat specialist
    Cavalier - for a mounted combat specialist
    Commander - for a Leadership tactician combat role
    Dervish - for a dual wielding role
    Fencer - for the 1 handed semi-dirty fighting combat role
    Knight - for the protective and defensive combat role
    Slayer - for the brutal offensive combat role
    Man-at-Arms for the generic base combat and utility role

    If I am missing any classic fantasy archetypes here, let me know please.

    I'm going to go back to the drawing board on how and what to slap a particular discipline into its archetype role. Right now im hoping to get 8 to 10-ish Disciplines under each of the main categories and have 50-60 under the Man-at-Arms.

    My plan is to hit my many various D20 books to break some class abilities up into disciplines. For instance taking some class abilities from the Iron Kingdoms or Iron Heroes, where the books basically split the fighter into several classes called Archer, and Executioner, and making some of them disciplines.

    I'm terrible with typed grammar and spelling. I have no idea what it is but for some odd reason when on the computer, I just can't type to save my life. It literally takes me several minutes to find each little mistype or grammar mishap. SO, if anybody would be so kind to assist me on that front Id appreciate it.
    Everything in quotes has been corrected to the best of my ability. Additional changes have been made to verbiage, but only for clarity.
    Last edited by SamBurke; 2013-12-12 at 12:19 AM.
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  5. - Top - End - #35
    Ogre in the Playground
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    Default Re: My Latest big project! ( a big deal fighter fix)

    With the help of fellow GiTPers who have a much better grasp on grammar and spelling.

    I have edited my opening post to look more professional, I guess, for those whom might want to take an interest in my building of a new Fighter.

  6. - Top - End - #36
    Ogre in the Playground
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    Default Re: My Latest big project! ( a big deal fighter fix)

    Ok made some changes and added a couple new abilities.

  7. - Top - End - #37
    Ogre in the Playground
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    Default Re: My Latest big project! ( a big deal fighter fix)

    added a new ability

  8. - Top - End - #38
    Ogre in the Playground
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    Default Re: My Latest big project! ( a big deal fighter fix)

    I am working on the various discipline powers now.
    Finished the Commander ones (got 9) and am working on the archer next. The way i envision it, as a fighter you have 1 role that you are specialized in, for example the Archer. but that shouldn't be the onlly thing you are proficient at, SO i let the Archer also, take Slayer ones as well to liven up his damaging abilities as well as Commander to be a leader of sorts.

    that way the fighter can be The Fighter, exceling at one role and being competant in others.

  9. - Top - End - #39
    Ettin in the Playground
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    Default Re: My Latest big project! ( a big deal fighter fix)

    It would be delightful if you could organize them a bit, perhaps by those roles (Commander, etc) like you said, that would be really splendid. It'd greatly improve the professional look.

    So, say, you have those nine, put 'em under a heading:

    Commander:

    Discipline the First Lorem Ipsum Hogwashium Mangled Latinusiumor

    Discipline NUMBER TWO More example text that you're not supposed to read but inevitably will.

    ....

    and so on.
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  10. - Top - End - #40
    Ogre in the Playground
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    Default Re: My Latest big project! ( a big deal fighter fix)

    That is actually my intent. I haven't added any new Disciplines yet as I am writing them up in word the copy and pasting them over.

    not only am I going to list the various disciplines under their respective headings. But I also am going to be doing them alphabetically.

    Except for Man-at-Arms, since that is a different type of Discipline.

    I wanna put in a class ability at 17th level but I cannot think of any.

  11. - Top - End - #41
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    Default Re: My Latest big project! ( a big deal fighter fix)

    Latest Update.

    Ok im getting really close to inishing my draft


    the issue i am running inot is id like to have 8+ different dsiciplines for each archetype.. the problem I am running into is

    I have 5 or 6 for each one and just am unable to figure out that last 3 or so on it to include it in my post.

    I might need to take a few days off and recharge my brain.. or maybe just steal ideas from other games i have, LOL

  12. - Top - End - #42
    Ogre in the Playground
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    Default Re: My Latest big project! ( a big deal fighter fix)

    Ok added in Slayer and Fencer Disciplines.

    Also.. it be nice if my fighter fluff that is post #11 would be looked at and let me know if its hitting the right idea.

    still working on the other ones.

  13. - Top - End - #43
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    Default Re: My Latest big project! ( a big deal fighter fix)

    Quote Originally Posted by ngilop View Post
    Fighter
    {table=head]Level|BAB|Fort|Ref|Will|Special |
    Disciplines

    1st|+1|+2|+1|+0|Bonus Feat|
    3

    2nd|+2|+3|+1|+0|Bonus Feat, Imposing Force|
    4

    3rd|+3|+3|+2|+1|Tactical Feat|
    6

    4th|+4|+4|+2|+1|Bonus Feat|
    8

    5th|+5|+4|+2|+1|Shield Ally|
    9

    6th|+6|+5|+3|+2|Bonus Feat, Tactical Feat|
    11

    7th|+7|+5|+3|+2|Mobile Combatant|
    13

    8th|+8|+6|+3|+2|Bonus Feat, Instinctive Reflexes|
    14

    9th|+9|+6|+4|+3|Tactical Feat|
    16

    10th|+10|+7|+4|+3|Bonus Feat|
    18

    11th|+11|+7|+4|+3|Battle Perception|
    19

    12th|+12|+8|+5|+4|Bonus Feat, Tactical Feat|
    21

    13th|+13|+8|+5|+4|Momentum|
    23

    14th|+14|+9|+6|+4|Bonus Feat|
    24

    15th|+15|+9|+6|+5|Tactical Feat|
    26

    16th|+16|+10|+6|+5|Bonus Feat|
    28

    17th|+17|+10|+7|+5||
    29

    18th|+18|+11|+7|+6|Bonus Feat, Tactical Feat|
    31

    19th|+19|+11|+7|+6|Warlord|
    33

    20th|+20|+12|+8|+6|Bonus Feat, Indomnitability|
    34

    [/table]
    Alignment: Any
    Hit Die: 1d12

    It's a big chassis, D12, Full BAB, and one and a half good Saves. I'd rather see it be a D10 and Good Fort and reflex Saves.

    Class Skills:
    The fighter’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Tactics) (Int), Jump (Str), Listen (Wis),Ride (Dex), Spot (Wis), Survival (Con),Swim (Str), and Tumble (Dex).
    Skill Points at 1st Level: (4 + Int modifier) × 4
    Skill Points at Each Additional Level: 4 + Int modifier

    4+ is good. Knowledge tactics? Also, give him Knowledge Dungeoneering please.

    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).

    Bonus Feats
    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, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as Fighter bonus feats, combat feats, teamwork feats, and war cries. 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.

    Keeping the feats is fine, but you are adding ALot to the class.

    Tactical Feat
    At 3rd level and every 3rd level thereafter the Fighter gains a bonus tactical feat. A Fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

    Too many feats, let the fighter pick from FBFs and Tacticals Feats. Soooo many feats, more than is needed.

    Disciplines {Ex or Su}:
    From his Beginnings a Fighter gains access to Disciplines, special abilities that allow the Fighter to increase and display amazing battle prowess. A Fighter at first level choses a Discipline archetype, Archer, Cavalier Commander, Dervish, Fencer, Knight, or Slayer to be the primary Discipline. the 8th Discipline Man-at-Arms is not a valid choice. At first level and at least by every 4th level afterwards the Fighter must have 1 Discipline from the Primary Archetype. A Fighter can acquire disciplines from other archetypes, but can never have more than the number of his primary minus 2 in any other discipline. Man-at-Arms is an exception, as this Archetype is more about general combat ability and utility

    Could be worded better.

    I feel this is too much, how about give one per level, a max of 20 at 20th level. 34 in addition to so many feats is a ton to track.


    Martial Aptitude {Ex}:
    A Fighter tends to focus on a particular weapon that best suits his fighting style. This shows his ever increasing deadly efficiency in the particular weapon. He gains the named feats for that weapon (and only that weapon) at the levels indicated. 1st-Weapon Focus, 4th- Weapon Specialization, 6th- Greater Weapon Focus, 8th-Greater Weapon Specialization, 10th Weapon Mastery, 13th Weapon Supremecy. This is in addition to other weapons the Fighter may want to focus on, so he can for example get Weapon Supremecy for a 2nd weapon he can, but must do so at the minimum reqiuremnts as normal.

    Dint like it, more bonus feats are not needed. How about having any Weapon Focus, spec greater etc apply to the Fighters level in weapons. That way as the fighter grows in power, he masters more weapons to his level level of proficiency. By 20th level he could pick up 20 different weapons and have Focus, spec, Greater Focus, greater Spec, Improved Crit, Power Critical, etc in each of them. Why pigeon hole the fighter into only being good with one weapon? Give him variety.

    Imposing Force {Ex}: The Fighter gains a +2 competance bonus to Intimidate and Sense Motive checks. If the Fighter successfully demoralizes a foe, the foe cowers for 1 round and then is shaken for 1 round. At 16th level Intimdate becomes a Terror effect for the Fighter.

    Why Sense motive? Could just make it a 1/2 Fighter level bonus to Intimidate.

    Shield Ally {Ex}: At 5th level, as an immediate action a Fighter can opt to absrop part of the damage dealt to an adjacent ally. Each time this ally takes damage from an attack before the Fighter's next turn he can take half the damage himself. The target takes the other half (rounded up) as normal, a Fighter can sheild an ally from a spell as well.

    Immediate Actions can really slow down play, and are a Nightmare for PBP. Make it a Swift and have it affect the next turn so long as they are Adjacent. So much smoother in play.

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

    Huge increase to powered. May as well have it apply to the charge too if you are going this route.

    Instinctive Reflexes {Ex}: At 8th level a Fighter's ability to take advantage of openings in his opponents gaps in defense become preternatural. A Fighter may add his wisdom modifier to the number of attacks fo opportunity he can make per round.

    Wis? Fighters really won't gain much benefit from this ability. Maybe just make it a fixed number, say 1/4 Fighter Level.

    Battle Perception {Ex}: At 11th level, the Fighter gains True Seeing, as per the spell, regarding any foes he has successfully hit and/or damaged. The range is limited to 10 feet plus 5 feet for every 3rd Fighter level.

    The class is already complicated, make this easy. As a Swift Action the Fighter gains True Seeing against one enemy. Can be changed as a swift Action.

    Very powerful, not thematic IMO, but it will play better this way.


    Momentum {Ex}: For every successful attack a Fighter has in an encounter he gains a +1 bonus to damage and a +1 dodge bonus to AC. These bonuses are lost if the Fighter misses an attack or when the encounter is over.

    This is potentially a bit of record keeping, very variable and only a minor boost at this level. IMO this would have been a useful Fighter ability from Level 1, here it feels tacked on to fill a deadest level and complicates an already huge class.

    Warlord {Ex}: The Fighter becomes an expert in the fine art of directing a battle, able to assess his foes with great skill and use that knowledge to guide his allies to victory. He can assess a single foe as a move action, a number of foes equal to his intelligence modifier+1 as a standard action or all foes as a full round action, and use that information to guide his allies in defeating the foe. The Fighter makes a Sense Motive check with a DC of 10 +foe’s base attack bonus + foe’s Charisma modifier. If successful he learns the target’s current and maximum hit points, base attack bonus, armor class, and total Fortitude, Reflex and Will saving throw bonuses. Any ally able to see and hear the Fighter gains a +2 bonus to attack and a bonus to damage rolls equal to half the Fighter's level against any target the he has assessed in the past 24 hours. If the Fighter fails the check, he cannot attempt to assess the same foe again for 24 hours.

    Another huge and time consuming ability. Tie it to the true seeing ability and make it automatic. Swift for True Seeing and information.

    Indomnitibility {Ex}: At 20th level a Fighter no longer automatically fails his saving throws or attacks on a natural one, instead treat a natural one as a -10. In addition a Fighter is able to act as normal for 2 rounds when reduced to 0 hit points or fewer, provided that his body remains more or less intact, before he succumbs to death.

    IMO this capstone is terrible and gives nothing. A -10 is essentially an automatic failure. Make it simple, reroll Saving Throws of a 1.
    Ok, there is my breakdown of the Class chassis and basic abilities. The class feels huge to me, bloated and clumsy. I wouldn't play it for the sheer amount of record keeping, but there are good points. I think a lot of the abilities can be streamlined and possibly combined for a cleaner more efficient class.

    I'll be editing in my thoughts on the disciplines. Right now, I don't feel like youve got a good return on the complexity added, especially with additional feats.

    Quote Originally Posted by ngilop View Post
    Discipline List

    Archer
    -soon-

    Cavalier
    -soon-

    Commander
    Assail: A level a Fighter learns to direct his allies to overwhelm a foe’s defenses, forcing the enemy to divide its attention among multiple targets. The Fighter selects one foe he can see. If that foe is threatened by three of the Fighter’s allies, it is considered flanked for the first melee attack each ally makes in the ally’s round.

    If a foe is threatened by three foes, it should already be flanked. To minor to be taken.

    Back-Up Plan: The Fighter grants benefits to his allies once per encounter, each ally gains the ability to reroll any one attack roll, damage roll, or saving throw. If an ally does choose to reroll one of these die rolls, the ally must take the second result even if it is worse than the original die roll. An ally may only make one reroll from a specific war master’s backup plan talent in a given day, even if that war master uses this talent multiple times during the day.

    Grant an ally a reroll. Must be an immediate action, but useable if not slowing the game.

    Born Leader: This Discipline adds half a Fighter’s class level to his Leadership score, for purpose of determining the total number of followers he gains from the Leadership feat (but NOT to determine the level of his cohort) . If this bonus causes the Fighter’s Leadership score to be 26 or higher, the Fighter gains further followers. To determine how many additional followers above the normal maximum the war master receives, subtract 10 from the Fighter’s Leadership score, and compare this new number to the Leadership chart to determine additional followers gained. A Fighter must be 9th level to select this discipline.

    Ok, Leadership is kind of broken, this makes it scary. Also requires a feat to be useable.

    Commanding Voice: The Fighter can cause awe, hesitation, and doubt in those they speak to. As a standard action cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 30 feet, able to see and hear the Fighter, and able to pay attention to him. If the opponents fail their Will save DC 10 +1/2 Fighter levels + Charisma modifier, they stand quietly taking no other actions, for 3 rounds. While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any successful attack or any damage dealt ends the fascination, while an obvious threat such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, gives a +4 bonus to the save. A Fighter must be 5th level to select this discipline and must wait 2 minutes after he uses this ability to enact it again, and can only do so once in a particular encounter.

    Fascinate. Could simplify the wording. How many does it affect?

    Countering Tactics: At Fighter learns to counter the advantages foes gain by superior planning, morale, or position. Each round of the countering tactics he makes a Knowledge (Tactics) skill check. The Fighter compares this to every foe he can see and has line of effect to. If the war master’s Knowledge check hits a DC of 10 + target’s hit dice or level, that foe gains no benefit from morale bonuses, luck bonuses, or battle tactics; cannot flank; and suffers a –4 penalty to all attacks of opportunity made. A creature the Fighter fails to affect with a use of countering tactics remains immune to any further use of the ability by the same Fighter for 24 hours.

    A lot of extra bookinging and DM work.

    Cry Havoc!: As a standard action, a Fighter may direct their allies to attack a specific target, overwhelming the enemy. The Fighter designates a particular target, and until the end of the Fighter’s next turn, allies can now score a critical hit, even if the target is normally immune, and receive a +4 bonus to confirm the results of a critical hit. Allies do not recive the +4 if the target is normall immune to critical hits.
    The Fighter can use this discipline a number of times per day equal to 1+ his Intelligence modifier, gaining additional uses every 6 level and does not provoke an attack of opportunity.

    Impressive: Once per round as a free action, the Fighter can make an Intimidate check to demoralize a foe who has just been struck for damage by the Fighter.

    Inspiration During battle, the Fighter exhorts his comrades with words of courage and determination. This discipline affects all allies within a 30-foot radius centered on the warlord, and bestows 1d6 temporary hit points, plus 1d6 additional points for every two Fighter levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on) These temporary hit points last until the encounter ends, or until they are removed through damage. A Fighter may inspire a number of times per day equal to 1 plus his Charisma modifier. This is a standard action and does not provoke an attack of opportunity. The Fighter can choose whether or not to include himself in this effect.

    Inspire Heroism: Once per encounter the Fighter can, as a move action, grant allies a +2 morale bonus to AC, Attacks, and Saves for 2 rounds. A Fighter must be 4th level in order to select this discipline. The bonus increases by 1 at 12th and again at 20th level.

    Quality: Knowledge (Nobility) becomes a class skill for the Fighter, in addition he gains a +2 competence bonus to Knowledge (Nobility) and Diplomacy checks.

    Rally: At Fighter can rally flagging forces, giving them renewed hope and endurance to carry on and win victory. A rally affects all allies in a 30-foot radius burst. Each ally may also make one saving throw against any one effect it currently suffers which could have been prevented with a successful saving throw (with the same save DC as the original saving throw), and on a successful save the effect ends. A Fighter may rally once per day plus a number of additional times equal to Charisma modifier. At 9th and again at 19th level, the Fighter may rally an additional time per day.

    Voice of Authoroity: A Fighter gains a +1 bonus to Intimidate and Diplomacy plus an additional +1 per every 6th level. In addition all warcires last 1 additional round.

    Dervish
    -soon-

    Fencer
    Better Lucky than Dead: Once per day, a Fighter gains +2 bonus as a luck bonus to one skill check, attack roll, or saving throw. The Fighter can do this once per day plus an additional time per day equal to every 3 level. A Fighter must wait 1 minute before enacting this disciplie again.

    Dirty Fighter: Add Bluff to the list of Fighter skills. Once per encounter you can re-direct an attack against you to an opponent that is adjacent to you.

    Distracting Shove: The Fighter punches, kicks, elbows, or otherwise shoves an opponent, knocking him off balance. He then makes a touch attack against one foe who he has successfully damaged with an attack. If successful, the target suffers a –2 circumstance penalty to Armor Class and Reflex saves for 1 round. Using this Discipline is a swift action and the penalties increase bt 1 every 6th level.

    Feinting Flair: While feinting, a Fighter may make a check, as a free action, equal to his level plus his charisma bonus. The fighter gets a +1 bonus for every itinerative attack after 1 he gets, as well as a +2 if he has more than 5 ranks in Bluff, and an addition +2 if he has more than 5 ranks in Perform (Act). If this check surpasses his target's AC, the Fighter may add double his Charisma bonus in addition to his normal stat bonus to the damage he deals on that attack. A Fighter can only use this ability once a round.

    Fencing: A Fighter not only uses his weapon for killing others, but for protecting himself. As such, he knows well how to use his weapon defensively to parry enemy attacks. The Fighter gains a +1 shield bonus to his Armor Class when wielding only one weapon and only in his main hand without a shield of any kind. This bonus increases to +2 at level 7, and +3 at level 13 and finally to +4 at level 19.

    Low Blow: Starting at 5th level a dirty fighter learns to hit foes where it counts. When a dirty fighter successfully hits a foe that is flat-footed, That foe is flat-footed for the rest of the round. Ranged attacks can count as a low blow only within 30 feet.

    Master Parry: A Fighter may use any weapon to deflect ranged or melee attacks. This ability functions exactly as the feat Deflelt Arrow, except that the Fighter rolls his weapon damage adds half his Fighter levels and subtracts that from the attack (this cannot reduce an attack to below 0). This discipline works when wielding only one weapon and only in his main hand without a shield of any kind.

    Shrewd Defense: A Fighter as a swift action can add his base Will save -1 to his AC as a competance bonus for 1 round per 2 Fighter levels. This bonus to AC applies even against touch attacks or when the Fighter is flat-footed. He loses this bonus when he is immobilized. A Fighter cannot enact a discipline again for 2 minutes after this one ends.

    Shrewd Strikes: A Fighter, as an immediate action, adds 1d4 points of extra damage to Attacks of Opportunity. The damage increases by 1d4 at 7th and again by 1d4 at 14th level. A Fighter must wait 1 minute to enact this disciplie again.

    Sucker Punch: A Fighter knows just what to do to catch his foe off guard. The first attack on a foe is always flat-footed. This ability will not effect a foe a second time ever. Also he can make a Bluff check to feint in combat as a swift action once per round. A Fighter must be 10th level to select this discipline.

    Sword and Fist: A Fighter is treated as having the Improved Unarmed Attack feat. When making a successful attack with their weapon, they may make an unarmed attack against a creature. This ability does not function with Cleave or Great Cleave. Any creature struck with a Cleave Feat is not subject to the bonus unarmed attack. A Fighter must not be wileding any weapons in his off-hand to use this Discipline.

    Knight
    -soon-

    Slayer
    Adrenaline Rush: The Fighter gains a +10 feet bonus speed, fast healing 1, and a +2 perfection bonus to Strength, Dexterity, qnd Constitution. Activating this Discipline is a swift action, lasts for 3 rounds + a number of rounds equal to Constitution modifer. A Fighter must wait 1 minute after adrenaline rush has ended to activate it again.

    Aggressive Attack: As a swift action, the Fighter gains double the base weapon damage on all his attack rolls for 1 minute per level. (a medium long sword get +1d8, a medium dagger gets +1d4, etc). A fighter must wait 12 minutes after the duration has ended to enact this discipline again. This ability stacks with the Weapon Mastery feat, so the medium Longsword would be doing 4d8 points of damage.

    Barrage: A Fighter advances in his ability to attack all his foes. A Fighter can use his Whirlwind Attack feat as a standard action and if he uses it as a full-round action he can make a second attack on all threatened foes.

    Bloodlust: Starting at 5th level the anger a Fighter feels shows when he draws blood on his foe. After he damages a foe with a melee attack he gains a +2 morale bonus to all other attack rolls, damage, saves, and AC vs. the opponent he damaged and he in turn gets a -2 to all other foes in combat. This bonus increases to +4 at 10th level, but the -2 from other foes stays the same. In addition at the start of every turn after the Fighter damages a foe he must make a Will save at DC = 10 + his opponent’s HD. If he fails his save he must continue to attack that round. If something stops him from attacking for a round he need not make the save to stop.

    Brute Force: The Fighter may substitute his melee attack roll (with a -4 penalty) for his ranks in disable device or open locks. Furthermore when attempting to sunder an item he ignores hardness equal to his Strength modifier. When attempting to sunder a force effect treat as if the Fighter cast the disintegrate spell on it. His effective caster level equals his Basic Attack Bonus. This ability may also be used to bring down any layer of a prismatic wall or prismatic sphere. The Fighter remains subject to the possible effects of those spells.

    Giant Slayer: When attacking an oppoenent that has more Hit Points than the Fighter. The fighter deals an adddition 2 points of damage per Fighter level on a successful attack. This damage is of the same type as the weapon.

    Greater Adrenaline Rush: The Fighter gains a +10 feet bonus speed, fast healing 1, and a +4 perfection bonus to Strength, Dexterity, and Constitution. Activating this Discipline is a sswift action, lasts for 3 rounds + a number of rounds equal to Constitution modifer. A Fighter must wait 1 minute after greater adrenaline rush, has ended to activate it again. This discipline replaces adrenaline rush.

    Mighty Strike: As a swift action the Fighter's next attack has its critical threat ranged increased by a further 4 points and deals an addition 1d6 points of damage per every 4th fighter level. A fighter may not enact this Discipline again for another 3 minutes.

    Murderous: The Fighter may make a coup de grace as a standard action

    Titan Swing: As a standard action the Fighter makes one attack at his full base attack bonus to all enemies adjacent to him. If successfully damaged the enemies are staggered for 1 round.

    Weapon of Legends: A Fighter deals weapon damage as if the weapon has increased one size category.

    Man-at-Arms
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    100 Blows: This discipline, which is activated as a move action, gives the Fighter Haste for 1 round per Fighter level. The Fighter must wait 3 minutes after this has ended to enact it again. A Fighter must be 6th level to take this discipline

    Break The Line: Once per encounter the Fighter may ignore an immobilization effect. The Fighter must move at least 10 feet and attack a target in order to use this discipline.

    Catching Grasp: If an oppoenent uses a 5 foot step or withdraw action to disengage combat with the fighter, the fighter can make a grapple check to immobilize the target.

    Cavlier's Charge A Fighter who uses this discipline is able to at the end of a mounted charge, deal an additional 1d8 points of damage on his first attack, and he and his mount receive a +1 dodge bonus to their respective ACs for the remainder of the round. The extra damage is not multiplied for any reason, such as if the Fighter is wielding a lance or if he has the Spirited Charge feat. In addition to the bonus to his AC, the Fighter also receives a +1 bonus to all Ride checks he makes with his Mounted Combat feat until the beginning of the next round.

    At 3rd level, and every 3rd level thereafter, the cavalier's charge ability deals an additional +1d8 points of damage and grants the Fighter and his mount an additional +1 AC and bonus to his Ride checks for the Mounted Combat feat, to a maximum of +7d8 damage and +7 dodge to AC and Ride at 18th level.

    Cheat Death: The Fighter return to life the morning after he died, with one quarter of his maximum hit points and all of his ability are considered just used. A Fighter can only benefit from this discipline once a month.

    Colossal Stamina: The Fighter gainds legendary stamina. Exhaustion is reduced to Fatigued and the Fighter suffers Fatigue for half the duration as normal. The Fighter also recovers from Fatigue in twice the time. Fatigue gained from the reduction of exuasted is not halved. a Fighter mus be 9th level to select this discipline.

    Confidence: The Fighter gains a +1 bonus to saves versus charm, compulsion and fear effects. This increases by +1 for every 5th level.

    Deft Dance: As a move action the fighter gains the benefits of this discipline. Gaining a +1 dodge bonus to AC per 2 fighter levels and an additional attack with his off hand weapon every round at his full base attack bonus (with a -5 penalty). This lasts 1 round plus 1 round per Fighter level. A fighter must wait an 2 minutes after this discipline has ended to enact it again.

    Drive Back Upon successfully attacking an oppoent the fighter may make a bullrush attempt as a free action. A successful bullrush pushes the target back 5 feet. A Fighter must be 3rd level to select this discipline.

    Ebb and Flow: The fighter ignores the first Attack of Opportunity against him in an encounter due to his own movements.

    Evasive: As a standard action the Fighter can gives himself a +2 Dodge bonus to AC as well as a +1 bonus to Reflex Saves. This increases to +4 dodge to AC and +2 to reflex at 7th level and +6 dodge to AC and +3 to reflex at 14th level. This lasts 1 round plus 1 round for every 3rd Fighter level. A Fighter may not enact this discipline again for 1 minute.

    Fearless: For 1 round per Fighter level the Fighter is immune to the effects of the shaken, frightened, or panicked conditions, as well as any ability or spell with the fear descriptor. A fighter activates this as an immediate action and cannot use this ability for 12 rounds after its duration has ended. A Fighter must be 7th level to gain this discipline.

    Fortitude: As a swift action the Fighter becomes immune to Hit Point damage. All other forms of damage (ability score loss, negative levels, etc) can affect the warrior normally, as can non damaging effects. This lasts for 1 round plus a number fo rounds equal to Constitution modifer. A fighter may not enact this discipline for 24 hours after its duration has ended. A fighter must be 16th level to select this Discipline.

    Heroic Effort: As a swift action the fighter gains a bonus to his next skill check, or as an immediate action to his save throw, equal to half his level. A Fighter must wait 6 rounds to use this discipline again. A Fighter must be 7th level to select this discipline/

    Heroic Stamina: When the Fighter reduces an opponent to zero or less hit points he heals for 1 Point plus 1 point per 4th level. A Fighter must be 5th level to take this discipline.

    Improved Uncanny Dodge: The Fighter gains the Improved Uncanny Dodge ability. A Fighter must be 12th level to take this Discipline.

    Judging Strike: A Fighter's first attack that successfully damages in a particular encounter allows the fighter knowledge of the foe he is facing. The target's Hit Die, and AC is revealed to the fighter. A Fighter must be 4th level to select this discipline.

    One Man Army: When damaged by an enemy who has fewer Hit Points than the Fighter, he ignores an amount of damage equal to half his Fighter levels

    Opportunist: Once per Round a Fighter may make an attack ( at a -4 penalty) against an opponent who has just been successfully damaged. A Fighter must be 8th level to take this Discipline.

    Resistant: This discipline allows the Fighter to innure himself to the ravages of the elements. He grants himself acid, cold, disease, elecricity, fire, poison, and sonic resistance (5). This increases to resistance (10) at 12th level and to resistance (15) at 18th. To activate this requires an immediate action and this discipline lasts for 10 minutes plus 1 minute per fighter level. A Fighter must wait 2 hours after the discipline has ended to enact it again. A Fighter must be 6th level to take this discipline.

    Stalking Mastery: This discipline gives the Fighter a bonus to Hide and Move Silently checks equal to his base Will save.

    Sudden Strike: If a Fighter deals an extra 1d6 points of damage, plus an additional 1d6 for every 3rd level to opponents who are denied their dexterity bonus to AC. This damage is not multiplied on critical hits.

    Taunt: As a standard action a Fighter can force all within 30 feet to focus their attacks, abilities, and spells on him. An Will save at DC 10 + 1/2 Fighter Levels + Charisma Modifier overcomes. Mindless creatures are immune to this discipline. For every 7th rank of intimidate the Fighter has the DC is increased by 1. Those successfully taunted do their best to rush and engage the fighter in combat to the best of their abilities. Melee will close in regardless of what dangers they put themselves in and ranged will focus the Fighter regardless of their other circumstances. Spellcasters must have the Fighter as a viable target for a spell if not they close in for melee.

    Tempest: As a swift action, this allows the Fighter to make attack of opportunities againts opponents who miss him in combat. This does not give any additional attacks of opportunity. This discipline lasts 1 round per Fighter level. A fighter cannot enact this discipline again for 2 minutes after it has ended. A Fighter must be 10th level to take this discipline.

    Trueshot: A fighter gains a +2 insight bonus to all ranged attacks and every successful ranged attack deals double damage for 2 rounds plus one additional round for every 6th level. Like any damage multiple, these are additive with others, So a Fighter using a longbow who scored a critical hit would do X4 damage. A Fighter may not enact this disciple again for 1 hour after it has ended.

    Uncanny Dodge: The Fighter gains the Uncanny Dodge ability. A Fighter must be 6th level to take this Discipline.

    Unfinished Glory: A Fighter can continue to fight while disable or dying without penalty, up to -9 HP. The Fighter is Fatigued for 3 rounds atfer being brought back to 1 or more hit point, the Fatigue from this ability ignores any fatifue immunity.

    Warmaster: The fighter gets a +1 bonus on opposed Grapple, disarm, trip, sunder, bullrush, overrun, feint, and knockback attempts for every 5th level

    Ok, these Disiplines are complicated, require a lot of rolling and bookkeeping. I'd every limit and simplify the effects of these abilities. Right now there is just too much and I wouldn't allow the class due to the sheer amount of headaches it would cause DMs and players. Coupled with the Feats this is just too much IMO. Many if the effects are complicated and or not worthwhile.


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    Last edited by Zman; 2014-01-04 at 09:10 PM.

  14. - Top - End - #44
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    Ok i just added archer disciplines, i have a couple for volley users a couple for sniper and yes.. i even added in some for throwers, its something that i felt D&D doesn't really cover at all much even less than normal archery.

    further more its the only way i can justify putting in skirmish damage.. why moving 10 feet makes your crossbow hit harder never made any sesne to me but moving 10 feet and tossing a javeling yeah.. i can see that,

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    Default Re: My Latest big project! ( a big deal fighter fix)

    Added some more and my evaluation at the end.

    I see what you are trying to do, but IMO the class is just too much, Simplify and streamline. You've created the single larges and most complex class to track, boo keep, play, and pick abilities. It blows TOB and Spellcasters out of the Water. I wouldn't play it or allow it as it is just too darned much.

    My best advice is trim down the unneeded stuff and simplify the rest. I'd rather pick 10-20 straight forward useful disciplines, then wad through all of that text full of immediate actions, mass checks, etc. this fighters turn could easily take longer than any other characters possibly combined.

    Take a look at my E10 Rogue Special abilities for what I would consider Disipline level and structured abilities.

    Hope my advice helps.

  16. - Top - End - #46
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    Default Re: My Latest big project! ( a big deal fighter fix)

    Wow this is a big project! I haven't looked at the disiplines yet but honestly, I think even without them your fighter is on the right track. I'll peach the disiplines when they are complete, but honestly I feel they may encroach on existing martial classes. Like why would anyone want to use a ranger when they can just go with your fighter with take the archer disiplines?

    Anyway on with it:
    Skill: too many for a fighter. 2+INT I better fluff wise

    Bonus feats: Enlarged pool to draw from is a very welcome change. Especially the teamwork feats. Almost never see them taken, but with fighters' excessive amount of feats makes them a real option. Also allows the fighter to take up a true leadership position.

    Tactical feats: Nice job including them, always felt they were under used. But one problem I do see is their scarcity. I only see 8 in complete warrior and 6 in PH2 (where they were first printed) and you have 6. I think Secrets of Sarlona and Races of Ebberon has a few more, but many of them have some hefty requirements. If fighters still need to meet those criteria then you may run into the situation where they don't really have a choice.

    Martial aptitude: mixed feelings about this. I mean, it's just more feats rights? Getting weapon supremacy at lvl 13 instead of 18 is certainly welcome as it puts this awesome feat into the realm of play (most campaigns end before lvl 18).

    Empty level 17: Why not progress martial aptitude to give it something no other class can use and a reward for sticking with fighter so long? Something like Greater weapon supremacy? Your weapon cannot be disarmed, +5 to any 2 attacks after your first, treat all attack rolls as 12. Basically a supped up version of what came before.

    Imposing force: I like this little addition, this is how the fighter can be the party "face" in order to get things done non-violently (with the threat of violence). Anyone can still do this (so it doesn't hurt the bard's feelings) but fighters can apply their own twist.

    Shield ally: Love it. Simple and doesn't require any dice rolling. Not sure if this will apply to all archtypes of fighters you had in mind though.

    Mobile combatant: full attack after moving is the goal for any combat oriented class, but 7th level seems a bit too early. The earliest a psywar can do this level 7 (with psionic lion charge or hustle) and they are limited by their PP. They could also do this at level 1 with dimensional hop but limited in range and PP. Other classes can use items, spells and powers etc. to do it earlier but they can't go all day like this feature can. It needs some balancing, either later or make it limited to certain number of times per encounter.

    Instinctive reflexes: WIS isn't a very valued stat for fighters, I don't see this feature changing that.

    Battle perception: True seeing it a bit too far and contradicts the fluff. Better would be to do an opposed skill check (like sense motive or spot) to reveal the location of an opponent.

    Warlord and monmentum: I'm gonna lump these together since the combat form feat in PH do something similar to these. Warlord's ability to know HP is similar to the combat awareness feat, while momentum is similar to combat strike. Momentum seems a bit redundant as well since you have a bunch of feats that improve your attack and damage already. I think you could lump them and battle pereption into one feature and have it progress every 5-6 levels. Start with location, then HP, then AC, then saves. Again this reinforces the idea of the fighter being a leader who has a keen sense of the opponent and knows who to hit and with what.

    Indomnitibility: Not a bad capstone. Not treating natural one's as auto fails is a god trait.
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  17. - Top - End - #47
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    Default Re: My Latest big project! ( a big deal fighter fix)

    In regards to why one would take a ranger over a fighter and archery

    If you just want to be good at archery in a combat sense, you should want to go after the Fighter as for me the Fighter should be the dominant combat class ( after all, the class is named Fighter)

    The ranger gets spells, an animal companion, and other supernatural and extraordinary abilities. Its those abilities that is why one should chose the Ranger, if you want to be an expert in a particular combat style then you should pick the Fighter.

    Imposing force was supposed to scale, so im going to have to edit that, LOL ANdits a bonus to Intimidate and Sense motive because when somebody is imposing to another its harder for you to lie to them becuase you are scare of the consequences and its much easier for them to instill fear in you.

  18. - Top - End - #48
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    Default Re: My Latest big project! ( a big deal fighter fix)

    My thoughts:
    The chassis:
    • Saves: The not-quite-medium reflex prgression is odd, and if I were you I'd give them full or bad progression. It is my opinion that when you design classes, you should attempt to stick as close to something that already exists as possible while remaining true to what you want it to do. Giving the fighter +1 to reflex at lower levels and +2, but it makes the class less approachable for someone who already know how progression works in the rest of D&D. Doing this will make it much easier for people to understand, and thus more likely to get played. More on this later.
    • Skills, HD, Base Attack: These are all solid, and the skills alone go a long way to remove what is bad about a low-level fighter.
    • Feats: These are fine, but can make creating a fighter a daunting task, what with all the abilities you have to select. I'd probably reduce them down to one per four levels, one at first.
    • Tactical feats: Giving a third level tactical feat seems odd: most of these require base attack bonus +6. Actually, I'm not aware of any tactical feats that do not require BaB+6. Perhaps fighters should just be allowed to pick these with regular bonus feats? If you choose that, I'd probably keep the fighter # of feats.
    • Martial Aptitude Feats: You're giving out a lot of feats. I don't think a fighter really needs this many feats. I'll reiterate that I think it leads to an unneccesary amount of adding numbers together, which is what all of these will be doing.


    Class Features:
    • Imposing Force: This is nice, and helps the fighter contribute outside of combat, even with less than stellar mental stats. [Terror] effects does not exist, AFAIK. What did you intend that ability to do?
    • Shield Ally: This ability is nice, but I'd rather see it as a discipline. It does not seem like something any fifth level fighter would do.
    • Mobile Combatant: This is a much-needed ability, although I worry that it will interfere with the use of disciplines. I might be wrong, though.
    • Instinctive Reflexes: This allows the dumping of Dex for AoO fighters above level 7. I'd move it down to level between one and four, but YMMV.
    • Battle Perception: Great stuff. It may make for strange scenarios where fighters attempt to hit as many people as possible with non-lethal damage to solve a doppelganger case. This may be a case of feature, not bug.
    • Momentum: This ability is probably fine. I'm not sure that it's a level appropriate ability. On this level, the wizard gets access to all sorts of nifty stuff. This feels lackluster in comparison.
    • Warlord: This is more like it, although still not quite there. The bonuses and the knowledge is nifty, but at seventeenth level, you should quite frankly have better things to do with his actions, like, stopping time, seeing the future, calling the heralds of the gods to serve your whims and, you know, plain old killing stuff.
    • Indomnitibility: This is one of those cool things. I'd let him fight on even if his body is destroyed, though, regardless of whether he died of hp damage or not. This is level 20, he's supposed to be awesome.

    On Disciplines:
    The discipline abilities seem unwieldy. You have to keep track of the cooldowns individually for each ability, this is a huge issue.
    Another problem is that, beyond reading every single ability, there's really no way of knowing which one you might like, or which you can get on what level.
    Remember what I said about reflex saves? That goes here as well. One of the reasons magic of incarnum and (to an extent) binding(from tome of magic) is so difficult to learn the first time that it hands you a big list of options in alphabetical order. This makes it hard to take in, for you need to read it all to properly understand it. If I were you I'd make them work more like spells: Make a menu of abilities available for first level fighters, second level fighters, and so on. This will probably also encourage you to fix the next problem, as holes in your table does not look good.
    Another problem is that, of these abilities, only two (Improved Uncanny Dodge and Fortitude) are availabile only for fighters above level ten. Since most of the fighter's problems stem from the lack of being able to contribute anything other than numbers at high level, a fix really should provide abilites that let them have level appropriate effects that are not increased numbers at higher levels. Otherwise, what's the point?

    To recap:
    You've gone a long way to help out with the low-level problems of playing a fighter, but you've not done much towards fixing the really big issue, the relative uselessness of a high-level fighter to that of a high-level spell-caster.
    The disciplines could do with being sorted into dascipline levels, with a table that provides an in-brief description of each discipline.

    My suggestions:
    -Cut down the # of feats.
    -Arrange the disciplines like spells.
    -Homogenize the cooldowns.
    -Get rid of the buffs that require actions to activate.
    -Create more high-level abilities that do more than just numbers. Let him scale impossible walls, let him cleave the forces of magic in twain with his ax.
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  19. - Top - End - #49
    Ogre in the Playground
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    Ok, I got rid of the tactical feats and added in some new abilities.

    still would absolutely LOVE somebody to critique my Fluff and let me know if its even decent so I can include it

    Still 2 or so short for the dervish and Knight archetype

    I got the final rough ideas for cavalier but still working on making them mechanically sound

  20. - Top - End - #50
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    Default Re: My Latest big project! ( a big deal fighter fix)

    Quote Originally Posted by ngilop View Post
    Ok, I got rid of the tactical feats and added in some new abilities.

    still would absolutely LOVE somebody to critique my Fluff and let me know if its even decent so I can include it

    Still 2 or so short for the dervish and Knight archetype

    I got the final rough ideas for cavalier but still working on making them mechanically sound
    You fluff is fine. Totally generic, but so's a fighter, so no worries there.

    • You still list Tactical Feats in the class description.
    • The number of Disciplines you can learn is a bit confusing-- I'd recommend trying to simply it. Maybe "half of all your disciplines known must be from your primary archetype" or "you must know more disciplines from your primary archetype than from any other."
    • The bonus from Imposing Force is pretty small. Maybe allow them to use Strength for Intimidate checks, and... not sure why they get Sense Motive there. I'd grant Imperious Command as a bonus feat instead of just listing its benefits. Finally, I'm not sure what you mean by "terror effect."
    • Physical Prowess is kind of small. Maybe bump it up to 1/2 level?
    • Shield Ally is useful, but seems more like a Discipline. Also, what does "shield an ally from a spell" mean?
    • Mobile Combatant is good.
    • I'd scale Insightful Reflexes off level, instead of Wisdom-- don't want to cause any MAD.
    • Battle Perception is neat, though the wording seems a bit awkward.
    • I like Momentum, though it makes TWF a much less attractive archetype.
    • Call to Battle should probably be a Discipline.
    • The save DC on Avatar of War is too high-- I'd go with the standard "10+1/2 Level+<ability>." Also, you accidentally state that mindless foes are immune. But on the whole... there are enough Intimidate feats out there that you're probably better off working within that framework. Let him make a free Intimidate check to demoralize all enemies at the start of combat, and grant the "frighten those normally immune to intimidation" thing. Or a Frightful Presence! Frightful Presence is fun.
    • Slice the Universe is goofy, doesn't fit at all with the rest of the class, and comes way too late to be relevant.
    • Indomnitibility is decent, if unexciting.
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  21. - Top - End - #51
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    Default Re: My Latest big project! ( a big deal fighter fix)

    Ok what would be the best way for me to word it. i want the primary discipline ot have at minimum 2 more disciplines than any other that might be taken ( barring man-AT-Arms that is) the way I am seeing it now is the Fighter picks up 9 Disciplines from his main archetype picks up 4 or so from a couple other and gets 17 from man at arms.

    I know slice the universe is a bit goofy, but I want my fighter to be able to replciate the abilities of mythological heros and Heracles sundered a mountain to get into the underworld.. I am best trying to duplicate that with the fighter here.

  22. - Top - End - #52
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    Default Re: My Latest big project! ( a big deal fighter fix)

    Quote Originally Posted by ngilop View Post
    Ok what would be the best way for me to word it. i want the primary discipline ot have at minimum 2 more disciplines than any other that might be taken ( barring man-AT-Arms that is) the way I am seeing it now is the Fighter picks up 9 Disciplines from his main archetype picks up 4 or so from a couple other and gets 17 from man at arms.
    "A fighter knows a number of different Disciplines, as shown on the table above. At least one-fourth of these must be from his Primary Archetype (as shown in parenthesis). The remainder may be drawn from the Man at Arms list, or from other Archetypes. A fighter must know at least two more Disciplines from his Primary Archetype than from any other Archetype."

    I know slice the universe is a bit goofy, but I want my fighter to be able to replciate the abilities of mythological heros and Heracles sundered a mountain to get into the underworld.. I am best trying to duplicate that with the fighter here.
    The ability in and of itself isn't the problem; the problem is that it doesn't fit with the rest of the class. 99% of what you have here is "badass normal" stuff; having one "mythological hero" ability stands out like a sore thumb. If you want to be more like Heracles, you'll need to make a lot more abilities to do that, in the vein of my Myth or Legend classes.
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  23. - Top - End - #53
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    Default Re: My Latest big project! ( a big deal fighter fix)

    You are right, i guess I need to load some of those earth shattering abilities inot the higher levels here is how ive alwasy seened teh D&D leveling expericne in rgared to relife and mythology

    levels 1-6 are what you would expect from just about any old person youd grab off the sidewalk somewhere.

    level 7-13 are the heroic levels this is where you start doing things that while are beyond the capablity of the average joe, they can at least think " yeah I could have seen myself doing X, but I never really applied myself or had the same opportunities' -------- think Audy Murphy or Conan

    level 14+ is the mythic levels, this is where its beyond all mortal reckoning, this is where you find such beings doing such things as peco bill roping a tornado or heracles cleaning stables in a day or other such of that ilk.

  24. - Top - End - #54
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    Ok, i think i have a good.. direction of ideas that i want to include for my Fighter.

    But first I want to list things I absolutely DO NOT want my fighter to be capable of
    • No Time traveling
    • No way to raise the dead
    • No way to alter their form ( i.e no shapechanging, form altering of any sort)
    • No spellcasting or magic use of any sort ( so no spells, invocation, vestiges, incarnum, or psionics)
    • No immortality, nope Fighters eventually gotta die
    • No way to do things that isn't what a 'normal' person couldn't do ( so a normal person cannot shoot lazers from their eyes.. neither can the Fighter


    Now to say the things I have in my head, basically what i want my Fighter to be eventually capable of is actually simple. Just what a regular joe can do, only Dialed Up To Eleven SO while a human can jump, I want the Fighter to do some Hulk-esque jumps leaping several dozen (hundred perhaps) feet at a time. and of course a guy cna throw a rock.. but the fighter can throw a rock further and maybe take out that Goalpost on the other side of the football field

    SO yeah.. those are some thoughts and expectations I have here.

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    Default Re: My Latest big project! ( a big deal fighter fix)

    Quote Originally Posted by ngilop View Post
    SO yeah.. those are some thoughts and expectations I have here.
    • You might need to start over, since about none of the Disciplines you wrote here are on that level. (That's not to say that they're bad-- you really don't need that stuff to be T3)
    • If you're boosting the Fighter that much, be sure it can also handle all other common melee archetypes.
    • With more power, you're probably going to want a lot fewer abilities known.
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    Default Re: My Latest big project! ( a big deal fighter fix)

    How best would I translate those ideas into a mechanic that wrosk though? Maybe something like Fighter is alwasy considered running when jumping at jumps X times as far/high?

    I need help translating these ideas from my brain to work according to 3rd ed rules.

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    Default Re: My Latest big project! ( a big deal fighter fix)

    Quote Originally Posted by ngilop View Post
    How best would I translate those ideas into a mechanic that wrosk though? Maybe something like Fighter is alwasy considered running when jumping at jumps X times as far/high?

    I need help translating these ideas from my brain to work according to 3rd ed rules.
    Look at the classes I linked above for inspiration?
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    STaRS: A non-narrativeist, generic rules-light system.
    Grod's Guide to Greatness, 2e: A big book of player options for 5e.
    Grod's Grimoire of the Grotesque: An even bigger book of variant and expanded rules for 5e.
    Giants and Graveyards: My collected 3.5 class fixes and more.

    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use

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    Default Re: My Latest big project! ( a big deal fighter fix)

    Ok i added in Atheltic superiority in and relaized i didn;t have sense motive on the skill list ( it should have been there the whole time)

    Thanks for much for all the help youve given me Grod you are an excellent person :)

    I hope Djinn comes back and letsme knwo his thoughts so far.

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    Default Re: My Latest big project! ( a big deal fighter fix)

    Added a couple more disciplines to the archer archetype, focusing on more out of combat use.

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    Default Re: My Latest big project! ( a big deal fighter fix)

    Quote Originally Posted by ngilop View Post
    I hope Djinn comes back and lets me know his thoughts so far.
    *appears in a puff of pine-scented smoke*

    Lots of big changes since I was last in this thread. Let's take a look and see what my thoughts are these days.

    Sheer Volume?
    11 feats and 34 Discipline abilities + 6 weapon-specific feats (from Martial Aptitude) worries me a little, but I'll see what I think in the end.

    Disciplines
    I'll skip over these for now and take another look at the end, since they make up the bulk of the class's unique qualities.

    Martial Aptitude
    Seems fine, although those feats aren't exactly the greatest things around. It's exceedingly annoying to have these applied to only a single weapon with no way to switch the focus though: consider taking a page out of the Warblade's book and letting him retrain his focus for all the feats with, say, 24 hours practice with a new weapon. That said, this is just bigger numbers, and that never satisfies me.

    Athletic Superiority, Imposing Force, & Physical Prowess
    Athletic Superiority improves in four different ways at 8 different levels, making it an overly complicated mechanic. At the end of the day, however, all of these abilities are minor bonuses at best, and all are easily invalidated by spells at far earlier levels than the Fighter can get them. It also fails one of my key tests: is it fun or interesting? Jumping further might be fun in some situations, but the rest are simply numerical increases that serve no real purpose except inflating numbers.

    Shield Ally
    Seems reasonable. A few questions though...what if the attack has a non-numerical effect on contact (such as Energy Drain or Poison)? Do both parties suffer that effect? Secondly, it says you can shield allies from spells...but nothing about how non-damaging spell effects (whether as riders on damaging effects or on their own) are ruled. What if the spell is Dominate Person, for example? You can't be subject to half that effect.

    Hardy
    Meh. The immunities are decent, I suppose. I'm puzzled that you don't mention at what rate these ability scores are healed though. Is this per-round? Per-day? What?

    Mobile Combatant
    The first ability I can really say I like, although I'm sure there are dangerous shenanigans one can do with two full-round attacks per round. I'd consider having this appear at level 6 though, as if you're going to allow full-round attacks as a standard action you shouldn't make them suffer through a single level of having to do it normally first.

    Instinctive Reflexes
    Yay...a feat variation built in as a class feature. Not BAD, but nothing to write home about.

    Battle Perception
    The first ability I can legitimately say is really cool. I totally approve of this.

    Momentum
    I'm concerned about this. The double-miss clause discourages full attack routines (as later attacks have a high chance of not connecting), while the Battlefield Mobility feature encourages full attack routines. That's problematic, as is the lack of a cap on this feature: in theory a Fighter could cut through a line of minions on his way to a boss at the end of an army and be effectively invincible to melee combat by the end of it. It's just a weird ability that is overpowered in some circumstances (tons of weak enemies you just can't miss), and awkward in others (discouraging you from using your later attacks in your full-attack routines).

    Legendary Ability
    I've tried to write abilities like this many times, and always found I need rules to elaborate on what is and isn't included. Is the Fighter that good at EVERYTHING, including crafting, farming, architecture, illuminating manuscripts, ship-building...the list goes on. In a month 20 men can do a lot of things (including things that would be silly to do in a day, like travel X miles on foot or sail X distance) depending on those 20 men and their skill sets...so the Fighter should probably have a few more rules explaining just what his Legendary Abilities can accomplish.

    Call to Battle
    A very potent ability. Not a bad thing at all, although you may want an ally limit to prevent army shenanigans and/or multiple Fighters working together to take turns effectively forever.

    Deadly
    At 12th level I don't even care about this unless I'm running a build that needs Crits, and the -8 penalty is just the salt in the wound. Give this earlier if you want to give it, and just remove the confirmation penalty entirely. It won't be overpowered.

    Warlord
    Number increase. Useful, but not much to say here.

    Make a Warrior out of You
    I might make this increase temporary (say a number of days equal to the Fighter level) just to make his constant leadership important and explain why not EVERYONE in the world has 3 Warrior levels. It's a fun ability though, with some hilarious applications for town defense.

    Avatar of War
    Aside from the fact that the DC is really oddly calculated and wildly variable (which doesn't make ANY sense to me), this seems fine. Maybe a bit weak for 17th level though.

    Veteran of a Thousand Wars
    Probably one of the best spell-like abilities to give the Fighter. Good choice.

    Slice The Universe
    While I normally support this ability immensely, it doesn't make sense on this fairly non-magical chassis. You've shown no other real indication of anything more than "Supremely Badass Normal," and then suddenly we're tearing holes in reality. That's a bit disjointed from the rest of the class concept.

    Indomnitibility
    Blegh. Seen this sort of ability a thousand times, and I still consider it a boring capstone. Useful? Sure. Fun? Not really, especially if natural 1s are counted as a -10 (basically ensuring failure anyway). Extra not really considering the remaining bonus really only applies if you're basically dead anyway.

    Disciplines (AGAIN!)
    Better job making them less awkward this time, although they're still somewhat clunky due to the vastly differing nature of many of them.

    Unfortunately, most are specific instances that have to be remembered or numerical increases. I'll put down a list of those I found interesting enough or good enough to be appealing.

    Peerless Vision: Nice scouting tool. I really like this one.

    Volley: Mainly interesting because it has no use-action associated (is it a normal attack?), is available at level 1, deals above-average damage on a hit, and applies a 2-round slow effect to (as written) everyone, regardless of the success of the save.

    Impressive: Imposing Force allows this to become a perma-lock on one target, making the cowered effectively forever. Is this intentional?

    Rally: Great last-minute save, and something I don't think any spells duplicate. Really gets across the "Leader of Men" vibe, in a good way.

    Barrage: I just find this one funny, as you can take it at 1st level (far before you could even get Whirlwind Attack), and you might never even TAKE Whirlwind Attack, making the talent useless.

    Giant Slayer: Worth it because it can easily add 200+ damage in encounters against some foes, to the tune of an extra 40 per hit. That's pretty insane.

    Titan Swing: Chain stagger forever? This one might benefit from a cooldown or use-per-encounter.

    Blurring Speed: Just good. Probably not OVERLY good, but definitely good.

    ...I'll stop here due to time constraints on my end.

    Conclusion
    It's better than it was. But I still think it's a bit bloated, a bit complicated, and requires WAY too much bookkeeping.

    I also think you go extremely overboard on things that are, effectively, boring numerical increases. You're making good progress though.
    Last edited by Djinn_in_Tonic; 2014-02-05 at 11:21 AM.

    Ingredients

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    5oz Water
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    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

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