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krossbow
2009-03-06, 09:24 PM
Me and my friends are using some homebrewed classes for a campaign that we're doing. We disliked 4.0 and decided to do a few home changes for our sessions instead, with a few things we took from the iron heroes system.

So far things have been going pretty well, but i'd appreciate some thoughts from other people outside of our sessions for any issues that people might see. I'd really appreciate any criticism you guys might have, so let rip anything you think are bad about the changes.

A couple notes, as there are a few things about the fighter:

"skill focus" refers to skill using that statistic. All classes can learn any skill; however, one with a skill focus in a stat is able to treat any skill using that stat as a single skill for the purpose of ranks (so as an example, a fighter who puts 1 rank in Strength skills, his area of focus, can act as if he has 1 rank in jump, climb and swim).

"defense" is something we added to all classes; each class gains a small "defense" bonus to their AC, based on their class (for context here, bad defense classes have +2 to ac at level 20, average ones have +4 at level 20, and +6 is a good defense bonus; the fighter has average defense).

Additionally, everyone classes we're using have higher saves; the fighter doesn't just have uber saves (in context, a low save is 10 at level, a high one is 15 at level 20)



Alignment: Any.

HP per level: 1d4 + 6 per level.

skill focus: The Fighter's skill focus is in strength

Skill Points at 1st Level: (2 + Intelligence modifier) 4.

Skill Points at Each Additional Level: 2 + Intelligence modifier.

Proficiency: The fighter begins with proficiency in simple and martial weapons, light and medium armor, and also proficiency with light and medium shields. At level 3, fighters also gain proficiency with heavy armor and tower shields.

Table 1-1: The fighter
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Defense
1st|+1|+1|+0|+0|Bonus Feat|0
2nd|+2|+2|+1|+1|Bonus Feat|0
3rd|+3|+3|+1|+1|Heavy armor Proficiency, Tower shield proficiency, Spell parry|0
4th|+4|+3|+2|+2|Bonus Feat|0
5th|+5|+4|+2|+2|Exotic weapons proficiency|1
6th|+6/+1|+5|+3|+3|Bonus Feat|1
7th|+7/+3|+6|+3|+3|Imitation 1/a time|1
8th|+8/+3|+6|+4|+4|Bonus Feat|1
9th|+9/+4|+7|+4|+4|Improved spell parry|1
10th|+10/+5|+8|+5|+5|Bonus feat|2
11th|+11/+6/+1|+9|+5|+5|Exotic weapons proficiency|2
12th|+12/+7/+2|+9|+6|+6|Bonus Feat|2
13th|+13/+8/+3|+10|+6|+6|Imitation 2/a time|2
14th|+14/+9/+4|+11|+7|+7|Bonus feat|2
15th|+15/+10/+5|+12|+7|+7|+2 highest stat|3
16th|+16/+11/+6/+1|+12|+8|+8|Bonus feat|3
17th|+17/+12/+7/+2|+13|+8|+8|Exotic weapons proficiency|3
18th|+18/+13/+8/+3|+14|+9|+9|Bonus feat|3
19th|+19/+14/+9/+4|+15|+9|+9|Master's spell parry|3
20th|+20/+15/+10/+5|+15|+10|+10|Bonus Feat, Imitation 3/a time|4[/table]


Bonus Feat: As the fighter levels up, he gains bonus feats. He can choose these from any feat that he qualifies for.

Exotic weapons proficiency: the fighter is a master of weapons of all types. He gains proficiency with an exotic weapon of his choosing.


Spell Parry: The fighter is blindingly fast with his weapon, and powerful fighters are able to slice even through spells. A fighter wielding a magical weapon may make an attempt to parry a ray or projectile spell (except magic missile and related spells) aimed at him as a swift action; this counts as an attack of opportunity. The fighter must make an opposed attack roll vs. a caster power check of the opposed spell caster; if the fighter's attack roll is better, the spell is deflected harmlessly away.

A fighter must be aware of the opponent and able to react to parry a spell; additionally, his weapon must be suitably magical to do so (Any spells who's level is more than double the weapon's enhancement bonus will overpower the weapon in a dramatic fashion and land as normal; additionally, the weapon will take damage as if the spell were a sundering; the DM is encouraged to narrate such an occurrence violently)

(as an example, a fighter with a +1 greatsword could deflect a scorching ray spell. However, were he to try to parry a disintegration spell, the pure magical force would overpower him and damage, possibly even destroy his weapon as well as harming him as normal.)

Improved spell parry: Improved Spell Parry: A Fighter's grasp of deflecting magic increases even more; A fighter who beats his opponent's caster power check by 5 or more instead redirects the spell directly back at the caster themselves.

Master's spell parry: The fighter has mastered his defense of magical arts to an unimaginable level; Any spell that he deflects is always sent back at its source.

Imitation: The fighter realizes that sometimes battle isn't always about perfection, and is often about doing things by ear. The fighter can as a full round action try and work out or remember a technique that someone else he's seen has used, and essentially gains an all new feat for the duration.
The Fighter must spend a full round of concentration to work the technique out in his mind, after which he may use it normally for a number of rounds equal to 1 + his fighter level + intelligence (the fighter must still qualify for the technique via base attack bonuses or stats required to use the feat; for example, he could not learn supreme power attack without knowing power attack-- Though at level 14 he can imitate two at a time, so he could imitate power attack then supreme power attack). After the duration, the fighter must spend another full round concentrating on the technique before being able to use it again.
The fighter can only imitate one feat at a time at level 7, but can later imitate 2 at a time at level 14, and 3 at a time at level 20.