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Faulty
2009-04-23, 09:57 PM
I present to you, the new and improved Fighter:

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
Special|
Special|
+0|Adaptive Saves, Bonus Feat, Feat Aptitude, Weapon Expert

2nd|
+2|
Special|
Special|
+0|Bonus Feat, Stare Death in the Face

3rd|
+3|
Special|
Special|
+1|Armor Expert

4th|
+4|
Special|
Special|
+1|Bonus Feat

5th|
+5|
Special|
Special|
+1|Mettle, Weapon Expert

6th|
+6/+1|
Special|
Special|
+2|Bonus Feat

7th|
+7/+2|
Special|
Special|
+2|Armor Expert

8th|
+8/+3|
Special|
Special|
+2|Bonus Feat

9th|
+9/+4|
Special|
Special|
+3|Weapon Expert

10th|
+10/+5|
Special|
Special|
+3|Bonus Feat, Shrug off Magic

11th|
+11/+6/+1|
Special|
Special|
+3|Armor Expert

12th|
+12/+7/+2|
Special|
Special|
+4|Bonus Feat

13th|
+13/+8/+3|
Special|
Special|
+4|Weapon Expert

14th|
+14/+9/+4|
Special|
Special|
+4|Bonus Feat

15th|
+15/+10/+5|
Special|
Special|
+5|Armor Expert

16th|
+16/+11/+6/+1|
Special|
Special|
+5|Bonus Feat

17th|
+17/+12/+7/+2|
Special|
Special|
+5|Weapon Expert

18th|
+18/+13/+8/+3|
Special|
Special|
+6|Bonus Feat

19th|
+19/+14/+9/+4|
Special|
Special|
+6|Armor Mastery

20th|
+20/+15/+10/+5|
Special|
Special|
+6|Bonus Feat, Weapon Mastery [/table]

Alignment: Any
Hit Dice: d10

Class Skills:
The Fighter’s class skills are Balance, Climb, Craft, Handle Animal, Heal, Intimidate, Jump, Knowledge (dungeoneering), Listen, Profession, Ride, Spot, Swim and Use Rope.
Skill Points: 4 + Int modifier (x4 at first level).

Class Features:
All of the following are class features of the Fighter.

Weapon and Armor Proficiency: A Fighter is proficient with all simple and martial weapons and with all armor (heavy, medium and light) and shields (including tower shields).

Adaptive Saves: The extensive training each Fighter recieves combined with his individual talents results in a wide variety of skills and styles amongst Fighters. Some are hardier, while others rely on quickness to avoid injury. At first level, a Fighter may choose to have a good Fortitude save and poor Reflex save, or poor Fortitude save and good Reflex save. This is a permanent decision and the Fighter progresses with those save choices with each level of Fighter he takes.

Bonus Feat: At first level and every even level thereafter, a Fighter gains a bonus feat from the Fighter bonus feat list.

Feat Aptitude: The wide variety of training a Fighter receives makes it easier for him to pick up feats than most. A Fighter may take any feat from the Fighter bonus feat list which has a minimum ability score requirement as if his ability score were 2 higher. For example, a Fighter with a Dexterity of 11 can take Dodge, though he wouldn't normally meet the requirements for the feat. A Fighter only receives this benefit when taking feats gained from taking a level of Fighter. For example, a level 2 Fighter who takes a level in Rogue with a Strength of 11 cannot take Power Attack as his third level feat.

Weapon Expert (Ex): A Fighter’s training makes him an expert with varies forms of weaponry. Naturally, each Fighter’s skills and preference lead him to being particularly skilled with a particular type of weapon. At level one, a Fighter chooses a group a weapon group from the list below:

Axes and Picks: battleaxe, dwarven waraxe, greataxe, hand axe, heavy pick, light pick, orc double axe, and throwing axe.

Blades, Heavy: bastard sword, falchion, greatsword, katana, longsword, scimitar, scythe, and two-bladed sword.

Blades, Light: dagger, kama, kukri, rapier, sickle, and shortsword, wakazashi.

Bows: composite longbow, composite shortbow, longbow, and shortbow.

Hand to Hand: gauntlet, heavy shield, light shield, punching dagger, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.

Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.

Double: dire flail, dwarven urgosh, gnome hooked hammer, orc double axe, and two-bladed sword.

Flails, Whips and Chained: dire flail, flail, heavy flail, nunchaku, spiked chain, and whip.

Hammers and Bludgeoning: club, light hammer, light mace, great club, heavy mace, morningstar, sap, and war hammer.

Monk: kama, nunchaku, sai, shuriken, siangham, and unarmed strike.

Pole Arms: glaive, guisarme, halberd, ranseur, and quarterstaff.

Spears: javelin, lance, longspear, shortspear, spear, and trident.

Thrown: bolas, club, dart, dagger, hand axe, javelin, light hammer, net, shortspear, shiruken, sling, spear, and trident.


He is proficient with all weapons in the category (in the case of the Hand to Hand and Monk types, he gains Improved Unarmed Strike as a bonus feat if he does not already have it). Furthermore, his familiarity with his favored group gives him a +1 on all attack and damage rolls made with weapons from it. This stacks with the bonuses from feats such as Weapon Focus and Weapon Specialization.

At 5th level, as his talent with his weapons of choice increases, he becomes more skilled at performing difficult feats with them. He gains a bonus to all trip, disarm and sunder checks made with his weapon and a bonus to all attack rolls made as part of charges equal to one quarter of his Fighter level, rounded down. He no longer takes a -4 penalty when attacking with light weapons from his group and, if he chose Monk or Hand to Hand, unarmed strikes when grappling. He can also use one-handed weapons from his favored group when grappling with a -4 penalty to the attack roll and can draw such weapons while grappling as a move action with a successful grapple check. Also, when he successfully initiates a bull rush, he can make a single attack as part of the maneuver for normal damage; if the bull rush is part of a charge, he gains the usual benefits from charging. Furthermore, his attack and damage bonuses increase by 1.

At 9th level a Fighter’s expertise with his chosen weapons allows him to start his attacks with a particularly vicious or precise blow. The first attack a Fighter makes in a round deals an extra 2d8 damage. Furthermore, his attack and damage bonuses increase by 1.

At 13th level a Fighter’s blows with his weapons of choice become more deadly. He gains a +4 on all checks to confirm critical hits. Furthermore, his attack and damage bonuses increase by 1.

At 17th level, a Fighter’s leading strikes become even deadlier. The damage added to the first attack a Fighter makes in a round increases from 2d8 to 4d8. Furthermore, his attack and damage bonuses increase by 1.

Stare Death in the Face (Ex): A Fighter combat training has prepared him for even the most intimidating experience. His Will save is treated as good rather than poor when he makes saves against fear affects, and the DC to successfully make an Intimidate check against the Fighter increases by 4.

Armor Expert (Ex): At 3rd level, a Fighter’s armor begins to feel more and more like a second skin. Choose light, medium or heavy armor and bucklers, light shields, heavy shields or tower shields. The AC benefit he gains from using armor or a shield of his preferred type increases by 1.

At 7th level, a Fighter can move more easily in his chosen armor and when wielding his chosen shield. The maximum dexterity bonus he can utilize when wearing armor of his chosen type increases by 1, and the armor check penalty of his shield and armor decreases by 1.

At 11th level, the effectiveness a Fighter gets out of his armor increases further. He gains a further +1 to the AC benefit of shields and armor of his chosen type, and gains DR 2/- when wearing his chosen armor type and/or using his chosen shield type.

At 15th level, his movement becomes more even fluid when wearing his armor and shield of choice. The maximum dexterity bonus he can utilize when wearing armor of his chosen type increases by 1 again, and the armor check penalty of his shield and armor decreases by another 1. The arcane spell failure he incurs when wearing his chosen armor or using his chosen shield decreases by 5%, as well.

Mettle (Ex): At 5th level a Fighter can resist magical and unusual attacks with greater strength. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Fighter does not gain the benefit of this feat.

Shrug Off Magic (Ex): After suffering at the hands of many a Wizard’s magic, a Fighter learns to adapt and becomes better at shrugging off the effects of hostile magic spells. He gains spell resistance equal to 10 + his Fighter level, against hostile spells only. He can allow hostile spells to affect him if he wishes, just as he can purposefully fail a save.

Armor Mastery (Ex): At 19th level, a Fighter’s armor becomes like a second skin and his use of it is unparalleled. The damage reduction he receives when wearing armor of his favored type and/or a shield of his favored type increases from 2/- to 5/- and all suits of armor he wears are treated as having the light fortification enhancement (DMG pg. 219). This does not stack with actual fortification enhancements. Also, if his favored armor is medium or heavy, his speed is no longer reduced when wearing it.

Weapon Mastery (Ex): At 20th level a Fighter becomes an unmatched master with a single weapon of his choice. A Fighter may choose a single weapon, such as a longsword or spiked chain, from a group of weapons he has the Weapon Expert class ability for. The extra damage a Fighter does on his first attack in a round with his favored weapon changes from 4d8 to 5d10. The bonus he gets to confirm critical hits increases from +4 to +8. All sunder or disarm attempts made against a Fighter wielding his mastered weapon take a -4 penalty. Finally, the weapon’s critical multiplier increases by one step, e.g. from x2 to x3, x3 to x4, and so on.

***

And look, a new feat!

Extended Weapon Expertise [General]
You’ve extended your knowledge of weaponry to a second group of weapons.
Prerequisites: Weapon Expert class feature, Fighter level 5th.
Benefit: You gain the benefits of your Weapon Expert class feature for another group of weapons. You must be proficient with at least one weapon in the group. Furthermore, you do not gain automatic proficiency with all weapons in the group, unlike with the group you chose at level 1.
Special: A Fighter may select Extended Weapon Expertise as a bonus feat.

Eldrys
2009-04-23, 10:11 PM
This seems like the perfect class for my type of fighters. They only use one weapon throughought the entire game (My dwarf has five dwaven waraxes, all with diferent alchemical metals and other special effects. He dosn'e own any ranged or anything.

Faulty
2009-04-24, 03:34 PM
Glad you like it. I thought about what the Fighter was supposed to be: a straight forward Fighter who really knows what the Hell he or she is doing. The Fighter is the combat expert, they're capable of using most weapons and all armor and should be able to better than anyone else. Paladins can Lay on Hands, Barbarians can Rage, but no one should be able to wield a longsword better than a Fighter who chose it as his favored weapon, except maybe a Kensai. I also figured the Fighter needed more skill points, you'd figure they'd become good at a variety of physical feats and would know how to patch their wounds or spot an enemy. That's what I focused on when designing it, and I'm hoping it turned out alright.

Cute_Riolu
2009-04-24, 05:01 PM
Hm... It looks great, aside from the fact that the SR granted is terrible. SR 15 at class level 20? Just about anything at that level can pass that.

Faulty
2009-04-24, 05:08 PM
What about SR = to his Fighter class level?

Djinn_in_Tonic
2009-04-24, 05:13 PM
Well that depends. Is it to make him immune to small-scale casters, or to actually provide protection against a threatening opponent?

SR equal to his level does the former -- Mages 10-11 levels lower will hit him about 50% of the time. But that doesn't help much.

In order to be effective against opponents of an equal level, take the chance you want the fighter to have of avoiding the spell (say, 45%), divide it by 5 (to 9, in this case), and add the fighter's class level. A 50% chance to avoid a spell from an equal leveled character is 10+Class Level. And so on.

I'd recommend 8-12 + Class Level as a good formula.

Flickerdart
2009-04-24, 05:19 PM
What about SR = to his Fighter class level?
Considering that the roll to beat SR is 1d20+CL, that'll be completely useless still.

Faulty
2009-04-24, 06:05 PM
I think I'll give him 10 + Fighter level, so that a level 20 caster has about a 50% chance of getting him with a spell. I also gave him the ability to turn the ability off, sorta like failing a save.

EDIT: Fooled with the weapon groups a bit, changed the name of one. Also gave some buffs to grapplers and bull rushers at level 5, so that people who focus on disarm, sunder, trip and charge don't get all the fun.

Question for reviewers: Do you think that allowing proficiency in all weapons makes it too much of a dip class? Should I make it only one (or Imp. Unarmed Strike for the Monk and Hand to Hand categories)?