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  1. - Top - End - #1
    Titan in the Playground
     
    Zaydos's Avatar

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    Default Variations on a Theme: Fixin' Fighter

    Welcome warrior-princesses and sorcerer-kings to something new to try. What is this you ask? Variations on a Theme is where we take something already in existence, in this case the notoriously weak Fighter class. So we will be presenting variant forms of Fighter, whether it's little variants like 'they get a bonus feat every level (instead of 1st and every even level)', (racial) substitution levels, full blown fighter fixes, or full blown classes to replace fighter like warblade. Why do I keep saying 'we'? Because I am inviting you to join in and provide your own examples as well.

    This first post will be kept as an index (in case there's ever enough stuff to need an index), but I will be adding some quick and dirty fighter variants in the post below. If you want to see more say so, say what you like, don't like, etc. If no one responds I'll let it die after the first post and move on to other things (for me at least the idea that someone might use it is a huge motivator). You want to see fighter only feats? Say so. You want to see (racial) substitution levels say so. You want to add something, post it, or if you created it else where link it, and ask to have it added to the index.

    Product Creator
    Quick 'n' Dirty Fighter Fixes Zaydos
    The New Fighter ObliviMancer
    A Tier 3 Fighter Nonsi
    Commonly Corrected Classes Compendium Old compilation of fixes
    A Competent Fighter HammeredWharf
    New Feat Trees Chaos_Laicosin
    Vanguard illyahr
    Last edited by Zaydos; 2016-09-27 at 02:35 AM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  2. - Top - End - #2
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    Zaydos's Avatar

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    Default Re: Variations on a Theme: Fixin' Fighter

    Quick & Dirty Fighter Fixes


    These fighter variants are in a rule stronger than fighter. In all cases nothing is lost and things are strictly gained. These variants also lack full class tables because I'm not coding that many tables and most are 'at every odd level X' on fighter. Most of these are not intended to launch fighter to high tier 3, or where with no optimization it will equal an optimized character, but they are intended to make it just a little stronger.

    If any of these variations reference the 'Expanded Fighter Skill Suite' they mean that they use 4 + Int skills per level and expand Fighter's class skill list to:

    Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

    These variants will also be divided into 3 sections 'Mundanes' 'Not So Mundanes' and 'Gishery'. Mundanes attempt to still thematically fit fighter and for the most part simply uses a little better chassis to do so. Nothing Supernatural and nothing that feels like casting (so no ToB). Not So Mundanes get things like ToB, Tall Tales, and fighters with a supernatural edge. Gishery get ones which full blown throw on spellcasting, spell-like abilities, or the like.

    And before it's asked: No, these variants are not intended to be balanced against each other. They are intended to be similar to the various variants and options in Unearthed Arcana and made to cater to various power levels of play.

    So without further blather from me:

    Mundanes


    Commander Fighter:
    A Commander Fighter uses the Expanded Fighter Skill Suite and adds Appraise (Int), Bluff (Cha), Forgery (Int), Gather Information (Cha), Perform (Cha), and Survival (Wis) to it. A Commander Fighter uses the Good Will save progression instead of Poor (+2 +1/2 level instead of +0 +1/3 level) At 3rd level a Commander Fighter gains a single Marshal major aura at +1, at 7th level and every 4th level thereafter (11, 15, 19) they gain an additional major aura. At 5th level, and every 4th level thereafter (9, 13, 17), they gain a single minor aura. At 7th level their major aura bonus increases to +2. At 12th level it increases again to +3. At 15th level they gain the ability to project two major auras at once. At 19th level their major aura bonus increases again to +4.


    Enduring Fighter:
    An Enduring Fighter uses the Expanded Fighter Skill Suite. An Enduring Fighter gains 2d8+Con hit points per level. At 3rd level an Enduring Fighter gains Endurance as a bonus feat, and DR 1/-. At 5th level they gain Steadfast Determination as a bonus feat. At 7th level, and every 4th level thereafter (11, 15, 19) their DR increases by 1. At 9th level they gain Fast Healing 1 when at less than 1/2 health, this increases to 5 at 13th level, and to function when at less than 3/4 health at 17th level. Beginning at 9th level they may sleep in heavy armor without suffering fatigue, and double the bonus from Endurance.


    Eunuch Fighter (My tongue it's in my cheek here)
    A eunuch fighter uses the Expanded Fighter Skill Suite. Due to their vital energies having been redirected they gain a +1 bonus to any one ability score at each level, however they may not gain a greater bonus to an ability score from Fighter levels than 1/4th their fighter level rounded up.


    Expert Fighter:
    An Expert Fighter gains 6 + Int skill points per class level and has a class skill list of Craft (Int), Profession (Wis), and 10 skills of their choice. At 7th level and every 4th level thereafter (11th, 15th, 19th) they may select a single skill on their class skill list and gain Skill Mastery with it allowing them to take 10 with that skill even if threatened or rushed; they may only select a skill which they can take 10 with when not threatened or rushed (so cannot select Use Magic Device).


    Feat a Level Fighter:
    A Feat a Level Fighter uses the Expanded Fighter Skill Suite because I just think that's what fighter's skills should be. In addition a Feat a Level Fighter gains a Fighter Bonus feat every level instead of at 1st and every even level thereafter.


    Master of Arms:
    A Master of Arms uses the Expanded Fighter Skill Suite. A Master of Arms gains proficiency with one exotic armor or shield, or one exotic weapon (other than Spiked Chain, Minotaur Greathammer, or other exotic weapons actually worth the feat) at each level. At 3rd level a Master of Arms gains a +1 to attack when fighting humanoid foes not proficient in the weapon the Master of Arms is wielding, at 11th level this bonus applies against all enemies that are not proficient in the weapon the Master of Arms is wielding. At 5th level a Master of Arms gains a +1 bonus to AC when fighting humanoid foes not proficient in the weapon the Master of Arms is wielding, at 13th level this applies against all enemies that are not proficient in the weapon the Master of Arms is wielding. At 7th level they may apply their shield bonus to AC against touch attacks and on checks to resist bull rush, overrun, and trip attempts. At 9th level a Master of Arms gains a +2 to damage when fighting foes not proficient in the weapon the Master of Arms is wielding. At 15th level a Master of Arms is considered to have Weapon Focus in all weapons they are proficient in; if they already have Weapon Focus they may replace that feat with another they qualify for. At 17th level a Master of Arms is considered to have Weapon Specialization in all weapons they are proficient in; if they already have Weapon Focus they may replace that feat with another they qualify for. At 19th level a Master of Arms may apply their armor bonus to AC against touch attacks.


    Paragon Fighter:
    A paragon fighter uses the Expanded Fighter Skill Suite. A paragon fighter used d12 for hit points and has good Reflex and Will progression instead of poor (+2 + 1/2 level instead of +1/3 level). At 3rd level a paragon fighter gains Evasion, unlike a rogue's evasion a paragon fighter's functions in medium (but not heavy) armor. At 5th level a paragon fighter gains DR 1/-, this increases by 1 at 9th level and every 4th level thereafter (13, 17). At 7th level a paragon fighter gains Mettle. At 11th level a paragon fighter gains a bonus to all saving throws equal to the ability bonus (if positive) they receive to that saving throw, or a bonus equal to their Con bonus to Fort saves, their Dex bonus to Ref saves, and their Wis bonus to Will saves, if an ability changes what ability is applied to a saving throw (Steadfast Determination, or Force of Personality) then it changes the ability used for this feature, if it adds a second one (Divine Grace) it does not. At 15th level a paragon fighter gains Improved Evasion. At 19th level a Paragon Fighter no longer automatically fails saving throws or attack rolls on a natural 1.


    Pugilist Fighter:
    A pugilist fighter uses the Expanded Fighter Skill Suite. A pugilist fighter adds twice their Dexterity bonus to AC (limited by the max Dex bonus of their armor) as long as they are not using a heavy, extreme, or tower shield. In addition they gain unarmed strike as a monk and may use flurry of blows as a monk when attacking with only unarmed strikes. At 5th level their unarmed strikes overcome DR as if magic. At 9th they overcome DR as if adamantine. At 13th level they overcome any DR except epic or /-. At 19th level they ignore DR entirely.


    Skilled Fighter:
    A skilled fighter uses the Expanded Fighter Skill Suite and at 1st level and every odd level they may select a skill and gain (Fighter's) Skill Focus as a bonus feat.


    Slayer:
    A slayer uses the Expanded Fighter Skill suite and adds Knowledge (arcana), Knowlege (dungeoneering), Knowledge (nature), Knowledge (religion), and Knowledge (the Planes) on top of it. At 3rd level a Slayer gains a Favored Enemy (as the ranger ability) at +2. At 5th level they may select a second Favored Enemy also at +2. At 7th level they may select a third Favored Enemy (still at +2). At 9th level the bonus against each of these Favored Enemies increase to +4. At 11th, 13th, and 15th level they gain a new Favored Enemy each at +2. At 17th level their Favored Enemy bonus for each Favored Enemy increases by +2 (to +6 for the initial 3 and +4 for the new three). At 19th level they gain Favored Enemy +2 against all creatures they do not already have Favored Enemy bonuses against.


    Sword and Bow Fighter:
    A Sword and Bow Fighter uses the Expanded Fighter Skill Suite. At 1st level and every odd level thereafter a Sword and Bow Fighter gains a bonus feat from the list (spoilered) below, however these feats are removed from their regular fighter bonus feat list if on it (in the case of Weapon Focus/Specialization they simply may not select ranged weapons with fighter bonus feats).

    Spoiler
    Show
    Able Snipe (RotW), Crossbow Sniper (PHBII), Dead Eye (Dragon Compendium), Far Shot, Greater Manyshot (XPH), Greater Weapon Focus (any ranged weapon), Greater Weapon Specialization (any ranged weapon), Hand Crossbow Focus (DotU), Improved Mounted Archery (CW), Improved Precise Shot, Improved Rapid Shot (CW), Manyshot, Mounted Archery, Penetrating Shot (PHBII), Plunging Shot (RotW), Point Blank Shot, Precise Shot, Quick Draw, Ranged Disarm (CW), Ranged Pin (W), Ranged Sunder (CW), Ranged Weapon Mastery (PHBII), Rapid Reload, Rapid Shot, Sharp-Shooting (CW), Shot on the Run, Weapon Focus (any ranged weapon), Weapon Specialization (any ranged weapon), Woodland Archer (RotW), and Zen Archery (CW).



    Thug (plus)
    A Thug (plus) uses the Expanded Fighter Skill Suite but adds Bluff (Cha), Hide (Dex), Move Silently (Dex), and Sleight of Hand (Dex). A thug (plus) is not proficient in medium or heavier armor or shields however. At 3rd level a thug (plus) gains +1d6 sneak attack, and is considered a rogue of their thug level for determining whether they can overcome Improved Uncanny Dodge or similar abilities, at 7th level and every 4 levels thereafter (11, 15, 19) this sneak attack damage increases by +1d6. At 5th level a thug gains Uncanny Dodge. At 9th level a thug gains Improved Uncanny Dodge. At 13th and 17th level a thug gains one of the following rogue special abilities: Crippling Strike, Defensive Roll, Opportunist, or Slippery Mind.


    Not So Mundanes


    Arcane Bond Fighter:
    An Arcane Bond Fighter gains 4 + Int skill points per level with the following class skill list: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (any, each taken individually) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha). At 1st level they gain the ability to summon a familiar as a sorcerer of their Fighter level except they suffer no XP loss if it dies and may summon one again after 1 week if they dismiss their familiar or it dies. At 3rd level their familiar gains more powerful natural weapons dealing damage as if it was one size category larger, in addition if their familiar is tiny its reach increases by 5 ft. At 5th level they gain Improved Familiar (using Fighter level instead of Arcane Spellcaster level) as a bonus feat. At 7th level their familiar gains DR 2/magic, this increases by 1 every odd level thereafter, in addition their familiar's natural weapons overcome DR as if magical. At 9th level they gain the ability to share feats with their familiar, as long as it is within 1 mile it gains the benefit of any and all feats its master possesses. At 11th level the arcane bond fighter and their familiar gain a +2 bonus to AC when adjacent to each other and they are both not flat-footed. At 13th level they gain Spell Resistance equal to their familiar's as long as it is adjacent to them. At 15th level their familiar's DR improves to DR improves to Magic and Cold Iron. At 17th level they gain the ability to greater teleport to their familiar 1/day as a spell-like ability, alternatively they may teleport their familiar to them (it still expends the daily use of this ability). At 19th they may Scry on their familiar 3 times per day instead of once, and may teleport to it, or it to them, a total of 3 times per day as well.


    Beastmaster Fighter:
    A Beastmaster Fighter gains 4 + Int skill points per level with the following class skill list: Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex). A Beastmaster Fighter gains Wild Empathy as a druid of their level. At 3rd level a Beastmaster Fighter gains an animal companion as a druid 2 levels lower. At 5th level this increases to 1 level lower. At 7th level this increases to as a druid of their level and they gain a 2nd animal companion as a druid 6 levels lower. At 9th level their primary animal companion is now as a druid 1 level higher. At 11th level their primary animal companion is now as a druid 2 levels higher, and they gain a 3rd animal companion as a druid 10 levels lower. At 15th level their second animal companion becomes as a druid 3 levels lower (instead of 6), and their third animal companion is as a druid 6 levels lower (instead of 10). 17th level their primary animal companion is now as a druid 3 levels higher. At 19th level they gain a fourth animal companion as a druid 9 levels lower.Yes it's Ex and not even questionable in the 'how is that possible' sense, but it ultimately doesn't play like fighter because you eventually are just throwing animal companions at them.


    Exaggerated Fighter:
    An Exaggerated Fighter uses the Expanded Fighter Skill Suite's Class Skill list but only gains 2 + Int skill points per level. However at 3rd level they gain a single least exaggerated skill as a tall tale of their fighter level, they gain ranks as a tall tale would and add that skill to their fighter skill list (if it was not already). At 5th level they gain a 2nd least exaggerated skill. At 7th and 9th level they gain the lesser exaggerated skill associated with the same skill as one of their least exaggerated skills. At 11th they gain the ability to take 10 on all skill checks with their exaggerated skills, and if they could have taken 10 normally they may instead take 12. At 13th and 15th level they gain the greater exaggerated skill associated with the same skill as one of their lesser exaggerated skills. At 17th and 19th they gain the storied exaggerated skill associated with the same skill as one of their greater exaggerated skills.


    Exalted Fighter:
    An Exalted Fighter must be Good aligned. An Exalted Fighter uses the Expanded Fighter Skill Suite and adds Knowledge (religion) (Int) to their class skills. An Exalted Fighter uses the Good base will save progression instead of Poor (+2 +1/2 level instead of +0 +1/3 level). At 1st level an Exalted Fighter gains Sacred Vow and Vow of Poverty as bonus feats, but may own a single suit of non-magical armor, a single non-magical shield (or a light melee weapon), a single non-magical melee weapon, and a single non-magical ranged weapon. Beginning at 3rd level by meditating over their arms and armor for 24 hours an Exalted Fighter may grant their weapons each enchantments worth up to Fighter level squared x 500 GP, and their armor and shield each enchantments worth up to Fighter level squared x 250 GP. Beginning at 7th level an Exalted Fighter may Lay on Hands as a paladin of their level using Wisdom in place of Charisma. Beginning at 11th level they may turn and destroy undead as a cleric 4 levels lower. Beginning at 15th level they gain immunity to spells with the Evil descriptor (as if SR infinite) and SR 10 + fighter level against spells and spell-like abilities of Evil creatures. Beginning at 19th level they may use Plane Shift once per day to travel to an Upper Plane, or to travel to a Prime Material temple of a Good aligned deity, in the later case they arrive unerringly as if with Greater Plane Shift.


    Meld Warrior:
    A Meld Warrior uses the Expanded Fighter Skill Suite's Class Skill list but only gains 2 + Int skill points per level. At 3rd level they gain the ability to shape a single soulmeld at a time from the Soulborn list, they gain an additional one at 7th level and every 4th level thereafter (11th, 15th, and 19th). Also at 3rd level they gain 1 point of essentia, they gain a 2nd point at 5th, a 3rd at 7th, and an additional point every level thereafter (16 at 20th). At 9th level they gain a single chakra bind and open their least chakras (crown, hands, feet). At 13th level they gain a second chakra bind and open their lesser chakras (arms, brow, shoulders). At 17th level they gain a third chakra bind and open greater chakras (throat and waist). At 20th level they open their heart chakra but do not gain an additional chakra bind.


    (Yet Another) Sublime Fighter:
    A Sublime Fighter uses the Expanded Fighter Skill Suite. At 1st level they select one discipline from among those available to Warblades. A Sublime Fighter gains one less maneuver known and readied than a warblade of their level from that discipline, they use warblade maneuver recovery and may swap old maneuvers as a warblade. At 3rd level a sublime fighter gains a stance from that discipline, gaining a second at 7th, a 3rd at 13th, and a 4th at 19th.


    Warrior Skald:
    A Warrior Skald uses the Expanded Fighter Skill Suite and adds Perform (Cha), and Sleight of Hand (Dex) to it. A Warrior Skald gains Bardic Knowledge as a bard of their level. Beginning at 3rd level they gain Bardic Music as a bard of 1/2 their level. Beginning at 7th level they may use Inspire Courage as a swift action. Beginning at 9th level they may use Bardic Music as a bard 3 levels lower. Beginning at 13th level they may use any Bardic Music performance as a swift action. Beginning at 15th level they may grant bonuses from their mind-affecting bardic music abilities to allies immune to mind-affecting effects. Beginning at 19th level they may use Bardic Music as a bard of their level.


    Wildshape Fighter:
    A Wildshape Fighter gains Wild Shape as a druid of the same level. In addition they have a Good Reflex save progression instead of poor (+2 + 1/2 level instead of +1/3 levels) and gains 4 + Int skill points per level with the following class skill list: Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).


    Gishery

    Arcane Swordsman:
    An Arcane Swordsman gains 4 + Int skill points per class level and uses the following skill list: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (any, each taken individually) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), Use Magic Device (Cha), and Tumble (Dex). An Arcane Swordsman is not proficient in Heavy Armor or with Tower Shields. An Arcane Swordsman uses a Good Will save progression instead of Poor (+2 +1/2 level instead of +0 +1/3 level). An Arcane Swordsman gains the ability to cast Wizard spells beginning at 4th level, they use a Paladin's spells per day, and automatically learn all wizard cantrips and 3 wizard spells plus one per level gained beyond 4th. An Arcane Swordsman may prepare these spells without a spellbook, though they may also keep and maintain a spellbook to add additional spells to their repertoire. An Arcane Swordsman may cast arcane spells in light armor without suffering arcane spell failure.


    Pactblade:
    A Pactblade must be Chaotic or Evil. A Pactblade gains 4 + Int skill points per class level and uses the following skill list: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (the Planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex). At 3rd level a Pactblade gains a single least warlock invocation; they do not suffer arcane spell failure from medium or lighter armor or from light shields or bucklers (heavier shields still inflict arcane spell failure) for this invocation. At 5th level they gain a 2nd least invocation. At 7th and 9th level they gain a lesser invocation. At 11th level any weapon they wield is considered either Chaotic or Evil; they must choose which at 11th level and they must be of that alignment. At 13th and 15th level they gain a greater invocation. At 17th and 19th level they gain a dark invocation. A pactblade may select Eldritch Essence invocations that do not change the damage type of the accompanying blast, if they do so they may use the invocation as a swift action to apply its effect to their next melee attack before the end of their turn (this is wasted if their attack misses), this does not provoke an attack of opportunity.

    A Dragonblade would be the same except with no alignment restriction, Dragonfire Adept invocations, and gaining immunity to frightful presence at 11th level.

    Psychic Fighter:
    A psychic fighter gains 4 + Int skill points per class level and uses the following skill list: Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (psionic) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). In addition a psychic fighter uses the Good Will save progression instead of Poor one (+2 + 1/2 level instead of +0 + 1/3 level). At 3rd level a fighter gains a single power known from the psychic warrior list available to a 1st level psychic warrior. Their manifester level is their fighter level, and they use Wisdom for determining highest level power available, bonus power points, and saving throw DCs. They gain power points as a psychic warrior 1/2 their level, and at 5th level and every odd level thereafter they gain a psychic warrior power available to a psychic warrior of 1/2 their level.
    Last edited by Zaydos; 2016-09-07 at 12:22 PM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  3. - Top - End - #3
    Orc in the Playground
     
    WhiteWizardGirl

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    Default Re: Variations on a Theme: Fixin' Fighter

    I made this thing before I had heard of Pathfinder, but I don't like it much anymore... maybe I'll cook up something for this, all brand new and shiny :3
    If you're falling in a forest and there's nobody around, do you ever really crash or even make a sound?
    I have felt the pain of losing who you are, and I have died so many times, but I am still alive
    I believe that the darkness reminds us what light can be


    My Extended Homebrew Signature

  4. - Top - End - #4
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    Default Re: Variations on a Theme: Fixin' Fighter

    .
    Ok. Under the assumption that this goes into 3.5e without taking any house rules into account, here's a simple (yet solid) T3 Fighter (methinks).

    Several goals converge in this Fighter Fix:
    - Simplicity in design.
    - Simplicity in play.
    - High survivability.
    - All around contribution within the campaign.
    - Not pushing the power dial too far high (should measure up to the Warblade).



    Code:
    Level	Special
    ====================================================================
    1	Bonus Feat (BF), Combat Training, Practice Makes Perfect
    2	BF, Physical Prowess (PhP)
    3	Mettle
    4	BF, PhP
    5	Armor Mastery (medium)
    6	BF, PhP
    7	Uncanny Dodge
    8	BF, PhP, Combat Adaptation (1)
    9	Evasion
    10	BF, PhP
    11	Armor Mastery (heavy)
    12	BF, PhP
    13	Mobile Fighter (full attack as a standard action)
    14	BF, PhP, Combat Adaptation (2)
    15	Improved Uncanny Dodge
    16	BF, PhP
    17	Improved Mettle
    18	BF, PhP
    19	Improved Evasion
    20	BF, PhP, Combat Adaptation (3), Combat Adaptation Perfection


    Good Saves: Fort & Ref

    Class Skills: Balance, Climb, Craft, Diplomacy, Handle Animals, Heal, Intimidate, Jump, Knowledge (dungeoneering / geography / history / local / nobility and royalty), Listen, Profession, Ride, Sense Motive, Spot, Survival and Swim.

    Skill Points Per Level: 4 + Int-mod



    Bonus Feat: This work as detailed for the core Fighter. In addition, for each Fighter ACF accessible via swapping bonus feats, the character is not restricted to the levels specified, but may take any of them at later levels.
    For instance, a fighter may trade a bonus feat at 8th level in order to take the Elusive Attack ACF.

    1 > Combat Training: For the purposes of qualifying for "Fighter feats" (gained by either class progression or character progression), you treat your ability scores as though they were 2 points higher than they actually are at 1st level. At level 6 and each 5 class-levels thereafter, this bonus increases by +1 (max +5 at level 16).
    The same alleviation is applied to ranks in prerequisite skills, with the constraint that skills that cannot be used untrained require the fighter to have at least 1 rank in them. Furthermore, once per day, a fighter may spend 10 minutes training with a specific weapon he’s not proficient with and gain proficiency with that specific weapon (doesn't apply to other weapons of the same type). This temporary adaptation is lost in 2 cases:
    - More than 1 day per fighter level has passes since the last time the fighter has trained with the weapon and it was not used in battle.
    - The fighter has completed 10 minutes of training with another weapon for the purpose of gaining temporary proficiency.

    1 > Practice Makes Perfect: See the Eunuch Fighter (above).

    2 > Physical Prowess (Ex)
    At 2nd level and each even level, a fighter receives a scaling +1 bonus to one of the following aspects:
    - Applied Force: The fighter can administer force to the weakest points of inanimate objects effectively, giving the character a +1 bonus on Strength checks to break or burst items.
    - Combat Bearing: The fighter can steady himself to fight in precarious situations, to avoid falling when damaged while balancing or moving quickly across difficult surfaces.
    - Stamina Reserve: The fighter can push his body more than normal, to continue running and avoid nonlethal damage from a forced march, and to resist drowning.

    5 > Armor Mastery (medium) (Ex): As given for the official Knight. Also, when wearing a medium armor and not helpless, the fighter also gains DR X/–, where X = [2 + lvl/6] (max DR 5/– at 18th).

    8 > Combat Adaptation (Ex): An 8th level fighter starts gaining access to combat tricks beyond his training. The fighter may spend a swift action to gain access to a combat feat (to which he meets the prerequisites) for 1 round per Con-bonus (minimum 1). To take a feat in such manner, a fighter must have seen it in action at some point in the past. The fighter may spend a swift action later on during the encounter to replace a chosen feat with another.
    The total pool size of such instantly available feats equals [3 + Fighter level + Int-mod].
    At 14th level, a fighter may simultaneously benefit from two feats to which he meets the prerequisites, but must spend separate swift actions to gain them when the need arises. A fighter may even take a temporary feat that has another temporary feat as prereq, as long as he takes them in the appropriate order.
    At 20th level, a fighter may simultaneously benefit from three feats to which he meets the prerequisites.

    9 > Evasion (Ex): Unlike the Rogue's Evasion, a fighter's functions in medium (but not heavy) armor.
    Starting at 11th level, a fighter's Evasion applies to heavy armors made of Mithral.
    Starting at 19th level, a fighter's Evasion applies to all armors.

    11 > Armor Mastery (heavy) (Ex): As given for the official Knight. Also, when wearing a heavy armor and not helpless, the fighter also gains DR X/–, where X = [3 + lvl/4] (max DR 8/– at 20th).

    20 > Combat Adaptation Perfection (Ex): Your vast combat experience grants you better adaptability to handle the need of the moment. Once every 5 rounds, you may reassign all of your floating feats gained via Combat Adaptation as a free action.




    Fighter Variant: Commando:
    Loses:
    - Medium and heavy armor
    - Shields
    - Armor Mastery (levels 5 and 11)
    - Evasion is not applicable in medium armor
    Gains:
    - 6 skill points per level.
    - Escape Artist, Hide, Move Silently, Search, Sleight of Hand, Tumble and Use Rope as class skills.
    - 5 > Inner Grit: This feature is a gestalt between the Knight's Impetuous Endurance feature and Steadfast Determination feat PHB-II. Motivation: Impetuous Endurance is a solid feature for a tank, but the Knight gains it so late that it will probably never see gameplay. Also, free-of-charge bypassing high-Wis requirement for having solid mental resilience is within reason for a lightly armored warrior.
    - 11 > Parry & Riposte: As an immediate action, you may negate a physical attack against you by making a counter attack roll – at your highest BAB – equal to or higher than your attacker. If successful, your attacker provokes an AoO from you.

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    Default Re: Variations on a Theme: Fixin' Fighter

    Added both to the OP.

    Anybody got opinions on the idea of making more Fighter substitution levels? Ones that, like Zhentarim Fighter, replace dead levels. Sort of would end up a bit of a 'build-a-bearfighter workshop' but could maybe be an interesting way to go about it.
    Peanut Half-Dragon Necromancer by Kurien.

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    Default Re: Variations on a Theme: Fixin' Fighter

    There have been similar collections before, which you can always import into your list.
    You can call me Draz.
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    Default Re: Variations on a Theme: Fixin' Fighter

    Added the link and here's two more umm... well I'm not sure if they count as Fighter Fixes or other class fixes... Two more fighter fixes where classes that ought to have been subclasses of fighter are crammed back into fighter to make an actual class. Think I should do the same with Knight?

    Samurai (As a Fighter Fix)


    Theoretical aim is tier 4

    Samurai lose their proficiency in shields however they gain proficiency in Katana (Bastard Swords).

    They gain 4 + Int skill points per level and use the following class skill list: Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

    Samurai have Good Will saves (+2 + 1/2 level instead of +0 + 1/3 level).

    Samurai begin the game with their ancestral daisho (katana and wakizashi). At 3rd level a samurai gains the ability to further improve these as described in the ancestral daisho ability (Oriental Adventures samurai).

    A samurai may ignore Dexterity prerequisites on Two-Weapon Fighting and feats which require it, but can only use such feats with their ancetral daisho when doing so. They may also use Weapon Finesse with their katana and treat it as a finessable weapon.

    At 3rd level a samurai gains a Agile Katana, Ki pool, and Kiai Smite.

    Agile Katana (Ex): A samurai gains the ability to wield their katana with perfect finesse and skill over brute power. When wielding a katana a samurai may choose to add their Dexterity modifier to damage in place of their Strength modifier. They suffer any Strength penalty they may possess to damage and may not use this ability and an ability which grants them their Dexterity in addition to Strength to damage at the same time.

    Ki Pool (Su): A samurai gains a pool of ki points which can be used to fuel certain class features. A samurai gains ki points equal to 1/2 their class level plus their Wisdom or Charisma modifier (whichever is higher). If they have levels in ninja, or another class that grants ki powers in a similar manner they may add their class level derived ki points (treat daily uses of ninja abilities as an equal number of ki points) together, but they do not gain Wisdom (or Charisma) bonus twice, or both Wisdom and Charisma.

    As long as a samurai's ki pool is not empty they gain a +1 on all saving throws.

    Kiai Smite (Su): By expending a point of ki and giving a shout a samurai may invigorate themselves adding strength to their next strike. Their next melee attack with one of their ancestral daisho gains a bonus to attack and damage equal to their Dexterity, Wisdom, or Charisma modifier.

    At 5th level a samurai gains Iaiiutsu Talent

    Iaijutsu Talent (Su): A samurai gains Quick Draw as a bonus feat and by expending a point of ki as part of an attack a samurai may use Iaijutsu Talent with that attack on an opponent which is not flat-footed (they still must have drawn their weapon immediately prior).

    Stand Victorious (Ex): If a samurai defeats an enemy whose CR is no lower than 2 below their character level without aid from other characters they regain 1 ki point that they have spent. This does not need to be formalized single combat. As long as the samurai did not receive flanking bonuses (or chose to forgo them), and no ally spent actions to buff the samurai during the battle or to harm or hinder the enemy during the battle it qualifies. An already captured foe cannot be forced to fight the samurai to trigger this ability and the same enemy cannot trigger it more than once per day. The samurai need not kill the opponent, knocking them out, causing them to retreat, or causing them to surrender are all sufficient.

    At 7th level a samurai gains Intimidating Presence.

    Intimidating Glare (Su): By expending a point of ki as a swift action and glaring at a foe within 30 ft a samurai may force a single creature that can see them to make a Will save (DC 10 + 1/2 samurai level + Cha or Wis mod) or be shaken for 1 round. Any round in which the samurai successfully strikes the opponent with a melee attack extends the duration of this ability by 1 round. This is a mind-affecting fear effect, unlike normal fear effects the shaken status caused by this effect does not stack with that caused by the Demoralization action. You do not need line of sight to affect a creature (as long as it has line of sight to you) but you must either know, or guess correctly, its square. A creature which successfully saves against a samurai's Intimidating Glare is immune to it for 10 minutes.

    In addition a samurai may expend a point of ki when making an intimidate check to influence a creature's attitude. If they do so instead of ending when the samurai leaves, as is normal for the Intimidate skill, the intimidation effect lasts for 24 hours after his departure. Thereafter, the target’s attitude toward the samurai shifts to unfriendly, but a lingering fear remains. Whenever the samurai returns to someone he has previously intimidated, he gains a +4 bonus on his Intimidate check to re-establish the effect.

    At 9th level a samurai gains Unyielding Honor.

    Unyielding Honor (Ex): If a mind-affecting effect would cause a samurai to perform a dishonorable act they immediately are allowed a second saving throw against that effect with a bonus to their saving throw equal to the number of ki points remaining in their ki pool up to 1/2 their samurai level; if the effect allows a second save for uncharacteristic behavior (such as Dominate Person) the samurai makes a single save but the bonuses stack. If they succeed the effect ends upon them immediately. Note that running from battle or cowering are considered dishonorable acts so any fear effect that would cause a samurai to be frightened, panicked, or cower automatically triggers this ability, as is attacking one's own allies.

    At 11th level a samurai gains ki armor.

    Ki Armor (Su): A samurai gains damage reduction equal to 1/2 their class level or the number of Ki points remaining in their ki pool whichever is lower. This damage reduction is overcome by magic. In addition a samurai may expend a ki point as an immediate action to gain an insight bonus to AC equal to their Wisdom or Charisma modifier until the start of their next turn.

    At 13th level a samurai gains Intimidating Presence.

    Intimidating Presence (Su): When a samurai uses their Intimidating Glare ability they do not have to look at a single creature, instead all enemies within range must make a saving throw or be affected. If the samurai strikes any enemy in melee the duration extends by 1 round for all affected enemies which could see the attack. In addition enemies with less than 1/2 as many hit dice as the samurai that fail their saves are frightened for 1 minute.

    At 15th level a samurai gains Kenjutsu Mastery.

    Kenjutsu Mastery (Su): A samurai's mastery of their ancestral daisho is a thing bordering the sublime. By expending a ki point as a free action they may increase the critical damage multiplier of either of their ancestral daisho weapons to x3 for a single attack (they may do this after confirming a critical with it), and/or re-roll a single attack roll (including critical confirmation roll) with their ancestral daisho.

    At 17th level a samurai gains Greater Kiai Shout and Honor Stands Strong.

    Greater Kiai Smite (Su): When a samurai uses their Kiai Shout ability the bonus to hit is increased by +2 if it is their second attack with that weapon that round not counting those granted by Haste (or effects which do no stack with Haste), a +4 if it is their 3rd, or +6 if it is their 4th or later, and they add two of Dexterity, Wisdom, or Charisma to damage when they use Kiai Smite.

    Honor Stands Strong (Ex): As long as a samurai's ki pool is not empty they do not automatically fail saving throws on a natural 1. In addition the bonus they gain to saving throws as long as their ki pool isn't empty increases by +2.

    At 19th level a samurai gains

    Unbreakable (Ex): A samurai stands unbroken on the field of battle. The DR from a samurai's Ki Armor can no longer be overcome by magical weapons. Any (hp) damage the samurai takes that would not be affected by Damage Reduction is reduced by 1/2 the DR granted by their Ki armor. A samurai may ignore ability burn, damage, drain, and penalties to each ability score equal to 1/3 the amount of ki remaining in their ki pool (to a maximum of 1/4 their samurai level), and may ignore 1 negative level per 5 ki points remaining. A samurai does not fall unconscious when at negative 1 to 9 hit points or until their non-lethal damage is at least 50 and may continue to fight normally when at -1 to -9 hit points (although they lose a hit point each round). If a samurai dies they may continue to act normally despite being dead, but lose 3 ki points each round. When they no longer have ki the dead samurai can no longer act. A samurai which is dead but acting cannot be revived through merely healing their hit points, resurrection magic is still needed (and in fact for ones that must be cast within a round of death it must be cast while they are still acting).

    Umm... that ended up more really big capstone-y than intended.


    Swashbuckler (As a Fighter Fix)


    Theoretical aim is tier 4

    Swashbucklers lose proficiency in medium and heavy armor as well as shields.

    They gain 4 + Int skill points per level and use the following class skill list: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

    Swashbucklers have Good Reflex saves (+2 + 1/2 level instead of +0 + 1/3 level).

    At 1st level swashbucklers gain a +2 dodge bonus to AC when wearing light or no armor and no shield with a hand open. In addition swashbucklers gain +2 to all initiative checks. At 4th level and every 4th level thereafter these bonuses increase by +1.

    At 3rd level swashbucklers gain Finesse Weapon Mastery and Parry.

    Finesse Weapon Mastery: When wielding a finessable weapon in one hand you may add your Dexterity modifier to damage with it, this does not stack with Shadow Blade or a Wildwood Knight's Agile Weapon Mastery.

    Parry: When fighting defensively, using the Combat Expertise feat, or taking a total defense action a Swashbuckler increases the dodge bonus they gain by +1, or +2 if they wield 2 or more weapons.

    At 4th level, and every 4th level thereafter, a swashbuckler's Max Dex bonus is increased by 1 when wearing light armor and no shield and not carrying a medium or heavier load.

    At 5th level swashbucklers gain Insightful Strike (as the standard Swashbuckler ability) and Acrobatics

    Acrobatics (Ex): When wearing light or no armor a swashbuckler gains a +2 bonus to Balance, Jump, and Tumble checks. This increases to +4 at 10th level, +6 at 15th level, and +8 at 20th level.

    At 7th level swashbucklers gain Acrobatic Charge (as the standard Swashbuckler ability) and Quick Feint.

    Quick Feint (Ex): A swashbuckler may feint as a move action, or as a swift action if they have the Improved Feint feat.

    At 9th level swashbucklers gain Improved Flanking (as the standard Swashbuckler ability).

    At 11th level swashbucklers gain Daring Fate and Grand Parry.

    Daring Fate (Ex): 1/encounter a swashbuckler may use an ability that would cost a single luck re-roll without expending a luck re-roll (or even necessarily having any remaining). This ability may only be used when there is an immediate and legitimate threat to the swashbuckler or their allies.

    Grand Parry (Ex): When a swashbuckler takes a total defense action, takes a -2 or greater penalty from Combat Expertise, or fights defensively they may 1/round as an immediate action parry a single melee attack made against them against which they are not denied their Dexterity bonus to AC. To do so they make a melee attack roll and if it is higher than their own AC they may replace their AC with it. The penalty to attack rolls from total defense, Combat Expertise, or fighting defensively does not apply to this attack roll and instead they gain a bonus equal to the penalty they would have received.

    At 13th level swashbucklers gain Skill Mastery in Balance, Jump, and Tumble allowing them to take 10 on such checks even when threatened, and Masterful Stroke.

    Masterful Stroke (Ex): A swashbuckler is able to find and strike the weakest point of nearly any creature. Swashbucklers may deal critical hit damage to corporeal undead, constructs, plants, and elementals. Incorporeal undead, swarms, and oozes as well as creatures with fortification retain their immunity (or % chance at it).

    At 15th level swashbucklers gain Crippling Critical (as the standard Swashbuckler ability)..

    At 17th level a second bonus Luck feat and may use 2 luck re-rolls per encounter without expending them (there still must be an immediate and legitimate threat to the swashbuckler or their allies).

    At 19th level swashbucklers gain Wounding Critical (as the standard Swashbuckler ability) and Perfect Parry.

    Perfect Parry: A swashbuckler may use Grand Parry without using Combat Expertise, fighting defensively, or total defense action. In addition if they are fighting defensively, taking a -2 or greater to hit with Combat Expertise, or taking a total defense action and use Grand Parry the triggering attack automatically misses.
    Last edited by Zaydos; 2016-09-11 at 08:05 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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    Default Re: Variations on a Theme: Fixin' Fighter

    I made a Fighter fix a while ago, with focus on simplicity and being as close to the basic fighter as possible. Got mostly positive feedback, I suppose.

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    Default Re: Variations on a Theme: Fixin' Fighter

    I made up some feat trees a long time ago with the intent of adding some more flavour to the fighter.

    http://www.giantitp.com/forums/showt...ees&p=13302402
    Last edited by Chaos_Laicosin; 2016-09-14 at 01:32 PM.

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    Default Re: Variations on a Theme: Fixin' Fighter

    In the vain of suggestions, I would really like to see Racial fighter levels, to reflect the different cultural teachings of the races in a more meaningful way than weapon familiarity.
    If you're falling in a forest and there's nobody around, do you ever really crash or even make a sound?
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    I believe that the darkness reminds us what light can be


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    Default Re: Variations on a Theme: Fixin' Fighter

    Well not all are racial but here are some substitution levels. While I'd have preferred to avoid Zhentarim overlap, there's just not room to in the first 10 levels and PrCs should be a tempting option for Fighter beyond that (I mean they can take them, they get the feats).

    If using variant fighters that get actual features at odd levels you would be trading those features, naturally. They are not listed because *points up at the Quick 'n' Dirty* there are too many different ones.

    Dwarf Fighter Substitution Levels:


    Yes, I know there are official ones, but they suck.

    Available at Levels: 3, 5, 7, and 11.

    Requirements: Be a dwarf.

    HD: d12.

    3rd - Dwarven Weapon Focus (Ex): A dwarf fighter gains the benefits of the Weapon Focus feat with any dwarven weapon they wield (this counts for prereqs).

    3rd - Improved Weapon Familiarity (Ex): A dwarf fighter is proficient in all dwarven weapons.

    5th - Implacable Boulder (Ex): When wearing heavy armor (or mithral versions of heavy armor) and a (non-animated) shield or heavy armor and a 2handed Dwarven weapon, a dwarf fighter gains a +2 bonus to AC and DR 3/- if they have not moved more than 5 ft since the start of their last turn.

    5th - One Handed Power Attack (Ex): When a dwarf fighter uses Power Attack they may treat one-handed weapons as if they were wielding a two-handed weapon; this has no effect on light weapons. This is part of my standard house rule for PA and everyone.

    7th - Dwarven Weapon Specialization (Ex): A dwarf fighter gains the benefits of the Weapon Specialization feat with any dwarven weapon they wield (this counts for prereqs).

    7th - Little Juggernaut (Ex): A dwarf fighter gains a +2 on checks made to trip or bull rush opponents. In addition opponents' size bonus (if positive) to trip and bull rush checks or checks to resist them is halved against a dwarf fighter.

    Combine with Dwarven Troll Slayer for best results (net of +8 to trip attempts against Large creatures, +2 per size category larger than you they are, while also halving their size bonus to just +2 per category so ends up with... +2 to trip attempts, and +6 if they are large and larger with no size bonuses applied by opponents)

    11th - Implacable Mountain (Ex): A dwarf fighter is a living mountain and a living avalanche. As long as a dwarven fighter has not moved more than 5 ft since the beginning of their turn they may treat their melee reach as 5 ft longer than it actually is (10 ft with reach weapons). In addition when wearing heavy armor (or mithral versions of heavy armor) and a (non-animated) shield or heavy armor and a 2handed Dwarven weapon, a dwarf fighter cannot be forcibly moved from their square through bull rush, teleportation, wind, or other effects which would move an opponent, and gains +2 to AC and DR 2/- (this stacks with the bonus from Implacable Boulder).


    Elf Fighter Substitution Levels:


    Available at Levels: 3, 5, 7, and 9.

    Requirements: Be an elf (or half-elf).

    Class Skills: An Elf Fighter treats Hide and Move Silently as class skills for the substitution level.

    3rd - Superior Weapon Finesse (Ex): When wielding a weapon that can be used with Weapon Finesse an Elf Fighter may add their Dexterity bonus to damage in addition to their Strength bonus. This does not stack with the Shadow Blade feat, Wildwood Knight's Agile Weapon Mastery, or any other ability which allows an Elf Fighter to add Dexterity to damage with melee weapons (whether in place of or in addition to Strength).

    3rd - Spellsword (Ex): An Elf Fighter suffers 5% less arcane spell failure per fighter level, and treats medium armor as one weight category less for the purposes of casting spells.

    5th - Eagle Shot (Ex): When wielding a ranged weapon an Elf Fighter may add their Dexterity modifier (if positive) to damage within 1 range category. This does not stack with the Deadly-Eye feat (Dragon Magazine Compendium) or other abilities which allow a character to apply Dexterity to damage with ranged weapons.

    5th - Riposte (Ex): When an opponent within an Elf Fighter's threat range misses an Elf Fighter's touch AC (whether it was a touch attack or not) they provoke an attack of opportunity from the Elf Fighter.

    7th - Deadly Aim (Ex): On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

    7th - Fluid Blade (Ex): When wielding a finessable sword and not wearing a shield an Elf Fighter gains a shield bonus to AC equal to their Dexterity bonus to a maximum of +7.

    9th - No Opening (Ex): When wielding a melee weapon an Elf Fighter does not provoke attacks of opportunity. If another ability would cause an Elf Fighter's action to provoke an attack of opportunity the two ability's counteract each other and it defaults to whether it would or would not provoke sans abilities to modify it. Actually thinking of making this a Fighter feat, prereq something like Fighter 6+ or Fighter 8+.


    Gnome Fighter Substitution Levels:


    Available at Levels: 3, 7, 9, and 11.

    Requirements: Be a gnome.

    Class Skills: An Gnome Fighter treats Hide and Move Silently as class skills for the substitution level.

    3rd - Illusion Double (Su): Once per encounter a gnome fighter may create an illusory duplicate of themselves as a swift action. This illusory duplicate appears somewhere within 20 ft of the gnome fighter and may take no actions. However it does threaten squares and may flank with the gnome (or others). This double lasts until the end of the gnome fighter's turn.

    7th - Elusive Weave (Ex): A gnome fighter gains a dodge bonus to AC against attacks enhanced with Power Attack equal to 1/2 the bonus to damage received on the attack. If an ability increases the bonus to damage (such as Leap Attack or a Frenzied Berserker's class features) use the increased damage bonus, similarly if the damage is multiplied for a reason other than a critical hit such as due to being used with a charge and a valorous weapon or a mounted charge use the multiplied damage bonus.

    9th - Dodge the Large (Ex): A gnome fighter's racial bonus to AC against giants applies to all creatures larger than they are. This does not stack with the Titan Fighting feat.

    11th - Mirror Strike (Su): Even a gnome fighter is a creature of illusions. Beginning at 11th level they gain the ability to project a quasi-real illusion of part of themselves. Once per round as a swift action a gnome fighter may choose to cause this double to split from them as part of their next attack before the end of their turn. Their next attack before the end of their turn they make 2 attack rolls. If either hit they hit, if both hit they deal +1d6 damage.

    Legionnaire Fighter


    Available at Levels: 3, 5, and 7

    Requirements: Must have served in an army. If the Expanded Fighter Skill Suite (or similar) is used they must have ranks in Profession (soldier) equal to the level they are taking.

    Skills: Legionnaires add Profession to their Fighter class skills for the substitution level and gain 1 free rank in Profession (soldier).

    If the expanded Fighter skill suite or similar 4 + Int skill list is used they do not gain the free ranks in Profession.

    3rd - Soldier's Endurance: A Legionnaire Fighter gains Endurance as a bonus feat. In addition they do not suffer penalties due to being fatigued, and only suffer a -2 penalty to Str and Dex (instead of -6) when Exhausted.

    5th - Phalanx Fighting: A Legionnaire Fighter gains a +1 bonus to AC per adjacent square with an ally in it as long as they are able to move and not stunned or dazed. Allies 2 or more size-categories larger or smaller than a Legionnaire Fighter do not count for this purpose, nor do ridden allies. The bonus to AC from this ability cannot exceed a Legionnaire Fighter's fighter level.

    7th - Shield Ally: A Legionnaire Fighter learns to shield others as well as themselves, each one's shield applying to their allies as well. Allies within a Legionnaire Fighter's unarmed reach gain 1/2 the Legionnaire Fighter's shield bonus to AC derived from a worn (non-animate, non-shield spell) shield.

    7th - One Handed Power Attack: When a legionnaire fighter uses Power Attack they may treat one-handed weapons as if they were wielding a two-handed weapon; this has no effect on light weapons. This is part of my standard house rule for PA and everyone.


    Marine Substitution Levels

    Available at Levels: 3, 5, and 7

    Requirements: Must have served on a ship. If the Expanded Fighter Skill Suite (or similar) is used they must have ranks in Profession (sailor) equal to the level they are taking.

    Skills: Marines add Profession and Use Ropes to their Fighter class skills for the substitution level and gain 1 free rank in each of Profession (sailor) and Profession (siege engineer) whenever they take a Marine Substitution level.

    If the expanded Fighter skill suite or similar 4 + Int skill list is used they do not gain the free ranks in Profession.

    3rd - Ship’s Marine: You do not need to make Balance checks on a heeling deck. You are not considered flat-footed when balancing in surf (light or heavy), a rolling ship, or green water, and gain a +4 bonus on balance checks dealing with those surfaces.
    In addition you gain a +3 bonus to Profession (siege engineer) checks, or +2 bonus to attack rolls, made when using ship-based weapons.

    5th - Iron-Fish: You gain a +4 bonus on swim checks and do not double armor check penalties on swim checks. In addition when underwater if you made a successful swim check or are standing on firm footing you do not deal half damage with slashing and bludgeoning weapons (you still suffer a -2 penalty).

    7th - Marine Commander: Allies within 30-ft of you which can see and hear you and have no more than ˝ your BAB gain a +1 bonus to their BAB, those with no more than ˝ your ranks in Profession (siege engineer) gain a +1 competence bonus to Profession (siege engineer) checks, and those with no more than ˝ your ranks in Profession (sailor) gain a +1 competence bonus to Profession (sailor) checks


    Orc Fighter Substitution Levels:


    Available at Levels: 3, 5, and 7.

    Requirements: Be an orc (or half-orc).

    Hit Dice: d12.

    3rd - Oversized Weapons (Ex): When wielding melee weapons intended for their size category an orc fighter may wield one-handed weapons as if they were light and two-handed weapons as if they were one-handed, but suffers a -2 penalty to attack rolls when they do so. In addition they may wield weapons intended for one size category larger than they are without an increase in the amount of effort required (light weapons remain light, one-handers remain one-handed, two-handed weapons can be wielded as two-handed weapons), but still suffer a -2 penalty for wielding in appropriately sized weapons when doing so.

    5th - Battle Endurance (Ex): An Orc Fighter gains Endurance and Diehard as bonus feats. In addition when disabled (either due to being at 0 hp or fighting at negative hp with Diehard) you may take a full round action instead of being limited only to move or standard actions.

    7th - Battlefield Cleave (Ex): Whenever an Orc Fighter deals a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it) they may immediately move 5 ft without provoking attacks of opportunity. This movement does not count against their movement for the round, does not prevent them from taking a 5 ft step and can be performed before or after the bonus attack from (Great) Cleave although if the bonus attack makes another creature drop the orc fighter still only gets one 5 ft step. The first time each round this ability activates the orc fighter may move 10 ft instead of 5 ft, but if they do so the movement provokes attacks of opportunity as normal.
    Peanut Half-Dragon Necromancer by Kurien.

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    Bugbear in the Playground
     
    BardGuy

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    Default Re: Variations on a Theme: Fixin' Fighter

    I made a fighter fix I call the Vanguard. It's not going to hit Tier 3 or anything but it is much better at getting around the battlefield and specializing in a favored weapon. I designed it as a base that you could build any type of fighter with.
    See my Extended Signature for my list of silly shenanigans.

    Anyone is welcome to use or critique my 3.5 Fighter homebrew: The Vanguard.

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    Default Re: Variations on a Theme: Fixin' Fighter

    if you ask me to fix the fighter we must kneecap fix the arcane sob called wizard

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    Default Re: Variations on a Theme: Fixin' Fighter

    Quote Originally Posted by khadgar567 View Post
    if you ask me to fix the fighter we must kneecap fix the arcane sob called wizard
    To fix the game you must* fix wizard (and cleric, and druid), but even if you remove wizard fighter falls behind:

    Paladin with Splats
    Warblade
    Crusader
    Swordsage
    Incarnate
    Totemist
    Binder
    Warlock
    Well built Rogue
    etc.

    While I'd actually say Fighter is a lot closer to most of these than people often think (and that many fighter fixes go too far), fixing wizard still leaves fighter broken compared to most of the game. Oh and divine casters, sorcerers, dread necromancers, beguilers...

    *And this is arguable, a gentleman's agreement can usually serve to kneecap full casters.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  15. - Top - End - #15
    Troll in the Playground
    Join Date
    Dec 2013
    Location
    turkey
    Gender
    Male

    Default Re: Variations on a Theme: Fixin' Fighter

    Quote Originally Posted by Zaydos View Post
    To fix the game you must* fix wizard (and cleric, and druid), but even if you remove wizard fighter falls behind:

    Paladin with Splats
    Warblade
    Crusader
    Swordsage
    Incarnate
    Totemist
    Binder
    Warlock
    Well built Rogue
    etc.

    While I'd actually say Fighter is a lot closer to most of these than people often think (and that many fighter fixes go too far), fixing wizard still leaves fighter broken compared to most of the game. Oh and divine casters, sorcerers, dread necromancers, beguilers...

    *And this is arguable, a gentleman's agreement can usually serve to kneecap full casters.
    fixing wizard by any means and dropping them to where they can do nothing (on combat sense) without meat shield helps fighter a lot

    wizard of the coast has favorite class and guess what its not sorcerer or rogue its in the bolded part of their name so to fix the ______ projects we must first fix the wizard were they have no chance to survive in early levels without help from someone knowing how to use sword and how we fix the wizard by introducing some way to nerf I cast this to end the encounter attitude
    what fighter needs a solid way to choose between flipping the bird on arrogant wizard or helping him

  16. - Top - End - #16
    Bugbear in the Playground
    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male
    Last edited by Hanuman; 2016-09-27 at 03:37 AM.

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