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View Full Version : (3.5) My class revisions and tiered feats. Starting with the fighter first. WIP



Agrippa
2010-08-07, 05:23 PM
Through out much of 3rd edition the fighter class has been a laughing stock barely capable of doing it's job. In other words, fighting. Well not now. I'm upgrading the 3.5 fighter class and taking it back to its glory days as an expert in armed combat and leader. No more is it useless class past level two. This is the fighter reborn.

Oh please I'm using a different saving throw progression than normal so I hope you'll understand. I'll explain later.

Gritty tier fighters
The Seven Samurai
http://nighthawknews.files.wordpress.com/2010/01/sevensamurai.jpg

The Magnificent Seven, the guys based off of the Seven Samurai
http://www.getincensed.com/wp-content/uploads/2_mag_7.jpg

Pulp Hero tiered fighters
Detective John Hartigan
http://upload.wikimedia.org/wikipedia/en/5/5a/Hartigan.jpg

Beatrix Kiddo
http://www.gradering.org/cpics/ac_beatrix.jpg

unnamed D&D fighter
http://wizards.com/dnd/images/alumni_fighter1.jpg

Wuxia tiered fighters
Warduke (Yes, that's his name.)
http://grantgould.com/art/08sketchbook/gould_warduke.jpg

Nameless
http://i223.photobucket.com/albums/dd102/kloned411/JetLiHero3.jpg

Superheroic tier fighters
Midnighter
http://media.comicvine.com/uploads/0/3746/110283-38346-midnighter_super.jpg

Cuchulainn
http://www.internationalhero.co.uk/c/cuchulainn1.jpg

Alignment
Any.

Hit Die
d10.

Warlord/Champion
Class Skills
The fighter’s class skills (and the key ability for each skill) are Balance (Dex) Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Royalty and Nobility, History and Enigneering) (Int), Listen (Wis), Ride (Dex), Spot (Wis), and Swim (Str).

Skill Points at 1st Level
(4 + Int modifier) ×4.

Skill Points at Each Additional Level
4 + Int modifier.

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).

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. 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.

Weapon Specialization
You develop further skill with your chosen weapon, including your own body, becoming a true master of it. This means that you gain a +2 to attack and damage per every rank of specialization. In addition your increased skill with your weapon lends you greater speed and control, allowing you an extra attack per round for each rank above beginner in addition to your standard full attack.

Auras (Ex): As the Minature Handbook's marshal class.

Frightful Presence (Ex):
At seventh level you can unsettle foes with merely your presence. The ability can take effect whenever you attack or charge. Creatures within a radius of 30 feet × half the fighter's class level are subject to the effect if they have fewer HD than the fighter. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 fighter level + fighter’s Cha modifier) remains immune to that fighter’s frightful presence for 24 hours or until suffer at least 25% causualties at your hands. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Other fighters of at least 7th level ignore your frightful presence.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Minor Auras Known|Major Auras Known|Weapon Specialization
1st|
+1|
+4|
+2|
+2|
Fighter bonus feats|
1|
0|1st Beginner
2nd|
+2|
+5|
+3|
+3|
Fighter bonus feats|
1|
1|-
3rd|
+3|
+5|
+3|
+3|
-|
2|
1|-
4th|
+4|
+6|
+4|
+4|
Fighter bonus feats|
2|
1|-
5th|
+5|
+6|
+4|
+4|
-|
3|
2|1st Expert
6th|
+6/+1|
+8|
+5|
+5|
Fighter bonus feats|
3|
2|2nd Beginner
7th|
+7/+2|
+8|
+5|
+5|
Frightful Presence 1/encounter|
4|
2|-
8th|
+8/+3|
+9|
+6|
+6|
Fighter bonus feats|
4|
2|-
9th|
+9/+4|
+9|
+6|
+6|
-|
5|
3|1st Virtuoso
10th|
+10/+5|
+10|
+7|
+7|
Fighter bonus feats|
5|
3|2nd Expert
11th|
+11/+6/+1|
+10|
+7|
+7|
Frightful Presence 2/encounter|
5|
3|3rd Beginner
12th|
+12/+7/+2|
+12|
+8|
+8|
Fighter bonus feats|
6|
3|-
13th|
+13/+8/+3|
+12|
+8|
+8|
-|
6|
3|1st Master
14th|
+14/+9/+4|
+13|
+9|
+9|
Fighter bonus feats|
6|
4|2nd Virtuoso
15th|
+15/+10/+5|
+13|
+9|
+9|
Frightful Presence 3/encounter|
7|
4|3rd Expert
16th|
+16/+11/+6/+1|
+14|
+10|
+10|
Fighter bonus feats|
7|
4|-
17th|
+17/+12/+7/+2|
+14|
+10|
+10|
-|
7|
4|1st Grand Master, 2nd Master
18th|
+18/+13/+8/+3|
+16|
+11|
+1|
Fighter bonus feats|
7|
4|3rd Virtuoso
19th|
+19/+14/+9/+4|
+16|
+11|
+11|
Frightful Presence 4/encounter|
8|
4|-
20th|
+20/+15/+10/+5|
+17|
+12|
+12|
Fighter bonus feats|
8|
5|-[/table]

Thug/Streetfighter
Class Skills
The thug’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Royalty and Nobility, History, Architechture and Enigneering and Local) (Int), Listen (Wis), Spot (Wis), Sleight of Hand (Dex) and Swim (Str).

Skill Points at 1st Level
(4 + Int modifier) ×4.

Skill Points at Each Additional Level
4 + Int modifier.

Class Features
All of the following are class features of the fighter.

Weapon and Armor Proficiency
A thug is proficient with all simple and martial weapons and with light armor.

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. 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.

Weapon Specialization
You develop further skill with your chosen weapon, including your own body, becoming a true master of it. This means that you gain a +2 to attack and damage per every rank of specialization. In addition your increased skill with your weapon lends you greater speed and control, allowing you an extra attack per round for each rank above beginner in addition to your standard full attack.

Sneak Attack: As a rogue of the thug's level.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Weapon Specialization
1st|
+1|
+4|
+2|
+2|
Fighter bonus feats, Sneak attack +1d6|1st Beginner
2nd|
+2|
+5|
+3|
+3|
Fighter bonus feats|-
3rd|
+3|
+5|
+3|
+3|
Sneak attack +2d6|-
4th|
+4|
+6|
+4|
+4|
Fighter bonus feats|-
5th|
+5|
+6|
+4|
+4|
Uncanny Dodge, Sneak attack +3d6|1st Expert
6th|
+6/+1|
+8|
+5|
+5|
Fighter bonus feats-|2nd Beginner
7th|
+7/+2|
+8|
+5|
+5|
Sneak attack +4d6|-
8th|
+8/+3|
+9|
+6|
+6|
Fighter bonus feats|
-|-
9th|
+9/+4|
+9|
+6|
+6|
Sneak attack +5d6|1st Virtuoso
10th|
+10/+5|
+10|
+7|
+7|
Fighter bonus feats|2nd Expert
11th|
+11/+6/+1|
+10|
+7|
+7|
Improved Uncanny Dodge, Sneak attack +6d6|3rd Beginner
12th|
+12/+7/+2|
+12|
+8|
+8|
Fighter bonus feats|-
13th|
+13/+8/+3|
+12|
+8|
+8|
Sneak attack +7d6|1st Master
14th|
+14/+9/+4|
+13|
+9|
+9|
Fighter bonus feats|2nd Virtuoso
15th|
+15/+10/+5|
+13|
+9|
+9|
Sneak attack +8d6|3rd Expert
16th|
+16/+11/+6/+1|
+14|
+10|
+10|
Fighter bonus feats|-
17th|
+17/+12/+7/+2|
+14|
+10|
+10|
Sneak attack +9d6|1st Grand Master, 2nd Master
18th|
+18/+13/+8/+3|
+16|
+11|
+1|
Fighter bonus feats|3rd Virtuoso
19th|
+19/+14/+9/+4|
+16|
+11|
+11|
Sneak attack +10d6|-
20th|
+20/+15/+10/+5|
+17|
+12|
+12|
Fighter bonus feats|-[/table]

If you want to add on martial disciplines just give the fighter warblade or crusader progression and maneuvers.

BumblingDM
2010-08-07, 05:29 PM
umm....? :smalleek:

Ashtagon
2010-08-07, 05:29 PM
I'm using a different saving throw progression than normal so I hope you'll understand.

Looks like you're also using a different table format than normal :smallconfused:

Glimbur
2010-08-07, 05:48 PM
Try using this (http://pifro.com/) to make your table.

Minor and Major auras make it seem more like a marshal than a fighter to me. Just personal preference.

Agrippa
2010-08-07, 05:56 PM
I accidentally save before I could edit my first post. Don't worry, I'll correct it soon.

Agrippa
2010-08-07, 07:16 PM
Gritty Tier fighter bonus feats

A-B
Active Shield Defense [Fighter Bonus][Gritty]

See PHB II.

Adaptable Flanker [Fighter Bonus][Gritty]

See PHB II.

Agile Shield Fighter [Fighter Bonus][Gritty]

See PHB II.

Aid Giver [Fighter Bonus][Gritty]

See Dragon #343.

Armor Dance [Fighter Bonus][Gritty]

See Dragon #315.

Armor Specialization [Fighter Bonus][Gritty]

As PHB II but it can stack with its self.

Axeshield [Fighter Bonus][Gritty]

See Underdark.

Backstab [Fighter Bonus][Gritty]

See Dragon #340.
Ballista Proficiency [Fighter Bonus][Gritty]

See Heroes of Battle.

Battle Dancer [Fighter Bonus][Gritty]

See PHB II.

Block Arrow [Fighter Bonus][Gritty]

As Heroes of Battle but you can block a number of arrows equal to your Dexterity modifier.

Battle Hardened [Fighter Bonus][Gritty]

As in Dragon #343 but rises by 1 point every five levels.

Beast Strike [Fighter Bonus][Gritty]

See Dragon #355.

Blade Meditation [Fighter Bonus][Gritty]

As Tome of Battle but rises by 1 point every five levels.

Bonded [Fighter Bonus][Gritty]

As Dragon #357 but rises by 1 point every five levels.

Bow/(Gun) Feint [Fighter Bonus][Gritty]

See Dragon #350.

Bowslinger [Fighter Bonus][Gritty]

As in Underdark but rises by 2 points every five levels.
C-D
Canny Opportunist [Fighter Bonus][Gritty]

See Dragon #340.

Cleave [Fighter Bonus][Gritty]

See PHB or SRD.

Close-Quarter Defense [Fighter Bonus][Gritty]

As Dragon #309 but rises by 1 point every five levels.

Close-Quarters Fighting [Fighter Bonus][Gritty]

See Complete Warrior, Draconomicon, Races of Faerûn and Sword and Fist.

Combat Acrobat [Fighter Bonus][Gritty]

See PHB II.

Combat Engineer [Fighter Bonus][Gritty]

As Dragon #334 but attack and damage rises by 2 points every five levels and and you overcome an additional point of damage reduction per every level.

Combat Expertise [Fighter Bonus][Gritty]

See PHB or SRD.

Combat Intuition [Fighter Bonus][Gritty]

As Complete Adventurer but use the diference of your Sense Motive check and the enemy's Bluff for the Insight to all attacks against them.

Cometary Collision [Fighter Bonus][Gritty]

See PHB II.

Coordinated Shot [Fighter Bonus][Gritty]

See Heroes of Battle.

Crossbow Sniper [Fighter Bonus][Gritty]

See PHB II.
Dancing Blade [Fighter Bonus][Gritty]

As Ghostwalk but rises by 1 point every five levels.

Deadeye Shot [Fighter Bonus][Gritty]

See PHB II.

Deadly Defense [Fighter Bonus][Gritty]

See Complete Scoundrel.

Defensive Archery [Fighter Bonus][Gritty]

See Races of the Wild.

Defensive Expert [Fighter Bonus][Gritty]

See Dragon #315.

Defensive Opportunist [Fighter Bonus][Gritty]

See Dragon #340.

Defensive Strike [Fighter Bonus][Gritty]

See Complete Warrior and Oriental Adventures.

Deflect Arrows [Fighter][Gritty]

See PHB or SRD.

Dire Flail Smash [Fighter Bonus][Gritty]

See Champions of Ruin.

Disrupting Strike [Fighter Bonus][Gritty]

See Dragon #355.

Distracting Attack [Fighter Bonus][Gritty]

See Miniatures Handbook.

Dodge [Fighter Bonus][Gritty]

As PHB or SRD but the bonus from dodge rises 1 point every five levels and applies to one target per point of Dexterity modifier every round.
E-F
Efficient Pull [Fighter Bonus][Gritty]

See Dragon #350.

Elusive Dance [Fighter Bonus][Gritty]

See Dragon #333.

Exotic Shield Proficiency [Fighter Bonus][Gritty]

See Races of Stone.

Exotic Weapon Proficiency [Fighter Bonus][Gritty]

See PHB or SRD.

Exploit Adjustment [Fighter Bonus][Gritty]

See Dragon #340.

Far Shot [Fighter Bonus][Gritty]

See PHB or SRD.

Fear No Binds [Fighter Bonus][Gritty]

See Dragon #355.

Fierce Mind [Fighter Bonus][Gritty]

See Dragon #355.
G-H
Blank
I-J
Improved Disarm [Fighter Bonus][Gritty]

See PHB or SRD.

Improved Initiative [Fighter Bonus][Gritty]

See PHB or SRD.

Improved Feint [Fighter Bonus][Gritty]

See PHB or SRD.

Improved Grapple [Fighter Bonus][Gritty]

See PHB or SRD.

Improved Trip [Fighter Bonus][Gritty]

See PHB or SRD.

Improved Unarmed Strike [Fighter Bonus][Gritty]

See PHB or SRD.
K-L
Blank
M-N
Martial Stance [Fighter Bonus][Gritty]

See Tome of Battle.

Martial Study [Fighter Bonus][Gritty]

See Tome of Battle.

Mobility [Fighter Bonus][Gritty]

See PHB or SRD.
O-P
Precise Shot [Fighter Bonus][Gritty]

See PHB or SRD.

Point Blank Shot [Fighter Bonus][Gritty]

As PHB or SRD but rises by 1 point every five levels.

Power Attack [Fighter Bonus][Gritty]

See PHB or SRD
Q-R
Quick Draw [Fighter Bonus][Gritty]

See PHB or SRD.

Rage [Fighter Bonus][Gritty]

Your sheer disciplined and focused fury can be unleashed, turning you into a brutal kiling machine. In this state you become stroner and more resilient at loss of caution and partial self-control

Prerequisites: Con and Strength 13, +1 base attack, fighter, paladin, ranger, rogue or bard.

You can fly into a rage a certain number of times per day. In a rage, you temporarily gain a +4 bonus to Strength, a +4 bonus to Constitution and a +2 morale bonus on Will saves, but you take a -2 penalty to Armor Class. The increase in Constitution increases your hit points by 2 points per level, but these hit points go away at the end of the rage when your Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. You can use any feat you have except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + your (newly improved) Constitution modifier. You may prematurely end this rage. At the end of the rage, you lose the rage modifiers and restrictions and become fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless you have a class level of 17, at which point this limitation no longer applies).

You can fly into a rage only once per encounter. At 1st level you can use your rage ability once per day. At 4th level and every four levels thereafter, you can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but you can do it only during your action, not in response to someone else’s action.

Rapid Reload [Fighter Bonus][Gritty]

See PHB or SRD.
S-T
Spring Attack [Fighter Bonus][Gritty]

See PHB or SRD.

Snatch Arrows [Fighter Bonus][Gritty]

See PHB or SRD.

Throw Anything [Fighter Bonus][Gritty]

See Complete Warrior.

Two-Weapon Defense [Fighter Bonus][Gritty]

See PHB or SRD.

Two-Weapon Fighting [Fighter Bonus][Gritty]

See PHB or SRD.
U-V
Blank
W-X
Warlike Cunning [Gritty][Fighter Bonus]

You keen intellect is truly among one of your greatest assets in battle.

Prerequisites: Int 13 at least one level in fighter or other warrior class.

Benefit
You gain a good number of battle related special abilities based on your intelligence.

Battle Clarity: You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not surprised, you gain an insight bonus equal to your Intelligence bonus (maximum equals your class level) on your Reflex saving throws.

Battle Ardor: The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.

Battle Cunning: Your instinct for seizing the moment gives you a significant advantage over foes unprepared for your attack. At 7th level, you gain an insight bonus equal to your Intelligence bonus on melee damage rolls against flat-footed or flanked opponents.

Battle Skill: You anticipate your enemies' ploys and tactics. At 11th level, you gain an insight bonus equal to your Intelligence bonus on any check made to oppose an enemy's bull rush, disarm, feint, overrun, sunder, or trip attempt.

Battle Mastery: You notice the most subtle openings and cues offered by your opponents. At 15th level, you gain an insight bonus equal to your Intelligence bonus on melee attack rolls and melee damage rolls made whenever you make whenever you get an attack of oppertunity.
Y-Z
Blank

Agrippa
2010-08-07, 07:18 PM
Pulp Hero Tier fighter bonus feats

A-B
Acrobatic Strike [Fighter Bonus][Pulp]

See PHB II.

Blood-Spiked Charger [Fighter Bonus][Pulp]

As PHB II but replace Weapon Focus (spiked sheild) with Expert Weapon Specialization (spiked sheild).

Blood Wind Ricochet [Fighter Bonus][Pulp]
Prerequistes: Intelligence and Strength 17, Dexterity 15, Throw Anything, Point Blank Shot, Returning Throw, Lighting Ricochet, BAB +10, 5th level Iron Heart, Stone Dragon or Tiger Claw maneuvers and Balance 10.

You can toss you our weapon and have it ricochet from one foe to the other and finally back to you. Just like Captain America does it.

Benefit: As a full-round action you can hurl a weapon at a foe and compel it ricochet to other enemies before
hurtling back to your waiting hand. The weapon you throw behaves as though it has the returning special ability (DMG 225), except that you determine the point during your turn when the weapon returns to you.
When using this ability, you make a full attack with a thrown weapon, but each ranged attack must be resolved against a seperate target. You can choose the order in which you attack your foes. Range and cover penalties are resolved for each attack after the first as though that attack originated from the space of the creature you last attacked. If a creature has total cover relative to you, you cannot attack it.
When you use blood wind ricochet, you lose the use of one Iron Heart, Stone Dragon or Tiger Claw strike you have readied for the current encounter, just as if you had initiated the strike (except you do not also gain the strike's normal effect). Once you use this ability, you can recover the maneuver you expended and use it normally.

Special: The weapons usable are based on the qualifying discipline. This feat may be taken up to three times and applies to different disciplines.

Iron Heart: Longsword, bastard sword, greatsword, falcion, battle axe, shortsword, broadsword
Stone Dragon: Mace, club, war hammer, battle axe, greatsword, shield
Tiger Claw: Light hand-axe, kukri, kama/sickle, long* or short spear*

*Non-two weapon based strikes only.

Brutal Strike [Fighter Bonus][Pulp]

See PHB II.
C-D
Combat Acrobat [Fighter Bonus][Pulp]

See PHB II.

Deadly Concussion [Fighter Bonus][Pulp]

See Dragon #333.

Defensive Sweep[Fighter Bonus][Pulp]

As Player's Handbook II but with a prerequisite Base Attack of +7.

Double Hit [Fighter Bonus][Pulp]

See Miniatures Handbook.

Double Team [Fighter][Pulp]

See Dragon #303.

Dual Strike [Fighter Bonus][Pulp]

See Complete Adventurer and Sword and Fist.
E-F
Blank
G-H
Blank
I-J
Improved Critical [Fighter][Pulp]

See PHB or SRD

Improved Two-Weapon Fighting [Fighter][Pulp]

See PHB or SRD
K-L
Leadership [Fighter][Pulp]

See PHB or SRD

Lighting Ricochet [Fighter Bonus][Pulp]
Prerequistes: Intelligence and Strength 15, Dexterity 15, Throw Anything, Point Blank Shot, Returning Throw, BAB +9, 5th level Iron Heart, Stone Dragon or Tiger Claw maneuvers and Balance 10.

Swords, hammers and spears and other weapons you toss always bounce back to you, ready to be thrown again.

Benefit: You can throw your weapon at a nearby foe and command it to immediately bounce back to your grasp. Any time you make a ranged attack with an approved thrown weapon on your turn, the weapon immediatley returns to you and you can catch it as a free action. This ability allows you to make a full attack entirely with thrown weapon attacks, or with a mix of thrown and melee attacks.

Special: The weapons usable are based on the qualifying discipline. This feat may be taken up to three times and applies to different disciplines.

Iron Heart: Longsword, bastard sword, greatsword, falcion, battle axe, shortsword, broadsword
Stone Dragon: Mace, club, war hammer, battle axe, greatsword, shield
Tiger Claw: Light hand-axe, kukri, kama/sickle, long* or short spear*

*Non-two weapon based strikes only.
M-N
Manyshot [Fighter][Pulp]

See PHB or SRD

Martial Throw [Fighter Bonus][Pulp]
Prerequistes: Intelligence and Strength 15, Dexterity 13, Throw Anything, Point Blank Shot, BAB +7, 3rd level Iron Heart, Stone Dragon or Tiger Claw maneuvers and Balance 10.

With your advanced martial knowledge you can now applie your sublime fighting techniques with thrown weaponry.

Benefit: You can initate a strike form either the Iron Heart, Stone Dragon or Tiger Claw discipline with an appropriate thrown weapon. The strike must be one that has a target of one creature. A strike that target's multiple creatures or objects cannot be used with martial throw.

Special: The weapons usable are based on the qualifying discipline. This feat may be taken up to three times and applies to different disciplines.

Iron Heart: Longsword, bastard sword, greatsword, falcion, battle axe, shortsword, broadsword
Stone Dragon: Mace, club, war hammer, battle axe, greatsword, shield
Tiger Claw: Light hand-axe, kukri, kama/sickle, long* or short spear*

*Non-two weapon based strikes only.
O-P
Blank
Q-R
Returning Throw [Fighter Bonus][Pulp]
Prerequistes: Intelligence and Strength 15, Dexterity 13, Throw Anything, Point Blank Shot, BAB +7, 3rd level Iron Heart, Stone Dragon or Tiger Claw maneuvers and Balance 10.

Any weapon you can throw returns to your hands.

Benefit: You can hurl your weapon at a foe and command it to ricochet back to you. Any suitible weapon you throw behaves as though it has the returning special ability.
When you use returning attacks, you lose the use of one Iron Heart, Stone Dragon or Tiger Claw strike you have currently readied for the encounter, just as if you had initiated the strike (except you do not gain the strike's normal effect). Once you use this ability, you can recover the maneuver you expended and use it normally.

Special: The weapons usable are based on the qualifying discipline. This feat may be taken up to three times and applies to different disciplines.

Iron Heart: Longsword, bastard sword, greatsword, falcion, battle axe, shortsword, broadsword
Stone Dragon: Mace, club, war hammer, battle axe, greatsword, shield
Tiger Claw: Light hand-axe, kukri, kama/sickle, long* or short spear*
S-T
Stunning Fist [Fighter Bonus][Pulp]

See PHB or SRD.

Superior Unarmed Strike [Fighter Bonus][Pulp]

See Tome of Battle.

Thunderous Blow [Fighter Bonus][Pulp]
Prerequistes: Intelligence and Dexterity 15, Strength 17, Throw Anything, Point Blank Shot, BAB +7, 3rd level Iron

Heart or Stone Dragon maneuvers and Balance 10.

You can strike from a distance with truly frightening force.

Benefit: You build up incredible tension as you ready yourself to throw your weapon, which becomes visible around you like heat waves. When you release your weapon, that power rushes out with your weapon.
As a swift action, you can choose to treat your ranged attack rolls with thrown weapons as melee attacks for the rest of your turn. You use your melee attack bonus, including Strength bonus, feats and so forth, to determine your attack bonus for each attack as normal, but you apply the standard modifiers for range penalties. Attacking into melee, through cover and so forth incurs the standard penalties.
In addition, you can apply 1 1/2 times your Strength bonus to damage if you weild the thrown weapon with two hands and you can use Power Attack with your thrown weapon attacks (adding two times the number subtracted from attack rolls as a bonus on damage rolls when throwing a two-handed weapon).

Special: The weapons usable are based on the qualifying discipline. This feat may be taken up to two times and applies to different disciplines.

Iron Heart: Longsword, bastard sword, greatsword, falcion, battle axe, broadsword
Stone Dragon: Mace, club, war hammer, battle axe, greatsword, shield

Toughness [Fighter][Pulp]
Due to intensive physical conditioning or sheer thoughness and good health you are more resilient and suffer less from injury.

Prerequisites: Con 15, Endurance and Diehard

Benefit
You gain a number of hit points equal to your Constitution score and you double your bonus hit points from Constitution.

Special
A character may gain this feat multiple times. Each additional rank in toughness grants you your Constitution score in hit points and adds one to the multiplier for your hit point bonus.

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Agrippa
2010-08-07, 07:19 PM
Wuxia Tier fighter bonus feats

A-B
Agile Leaper [Fighter Bonus][Wuxia]

Both your grace and physical power contribute to your skillful leaps.

Prerequisites: Strength and Dexterity 13, Combat Acrobatics, Mobility and Jump 14

Add both your Dexterity and Strength modifiers to all Jump checks.

Blood Rain [Fighter Bonus][Wuxia]
Prerequistes: Intelligence and Strength 15, Dexterity 15, Throw Anything, Point Blank Shot, Returning Throw, BAB +13, 6th level Iron Heart, Stone Dragon or Tiger Claw maneuvers and Balance 14.

Any sharp weapons you throw leave horrific, bleeding wounds on your enemies. Often times causing them to bleed to death.

Benefit: You can enter a state that enables you to inflict a terrible bleeding wound on any living creature you damage with an edged thrown weapon or melee attack. While you are in an Iron Heart or Tiger Claw stance, you can forgo its normal benefit as a swift action to gain the effect of blood rain. This ability lasts as long as you would maintain the Iron Heart or Tiger Claw stance or as described belos. You can also stop using blood rain and resume gaining the normal benefit of the stance as a swift action.
The creature you hit with your attack takes 3 points of damage due to blood loss at the begining of your turn each round. This effect ends if you stop using this stance. An affected creature can end the effect by being the beneficiary of any healing (such as a cure spell) or a DC 15 Heal check. The bleeding effect of blood rain does not stack with itself or the use of this feat by another charcter.

Special: The weapons usable are based on the qualifying discipline. This feat may be taken up to two times and applies to different disciplines.

Iron Heart: Longsword, bastard sword, greatsword, falcion, battle axe, shortsword, broadsword
Tiger Claw: Light hand-axe, kukri, kama/sickle, long* or short spear*

*Non-two weapon based strikes only.

Blade Storm (Crushing Storm) [Fighter Bonus][Wuxia]
Prerequistes: Intelligence and Strength 15, Dexterity 15, Throw Anything, Point Blank Shot, Returning Throw, Lighting Ricochet, BAB +15, 5th level Iron Heart, Stone Dragon or Tiger Claw maneuvers and Balance 16.

Your weapon or weapons seem fly from your hands as if posessed by some otherworldly force, back and forth, striking your enemies. The truth is far more impressive and unsettling, your just that good.

Benefit: You can hurl your weapon as a full-round action to make it seem as if you are attacking a dozen foes at once. You become the center of a storm of steel as your thrown weapon flies out to strike a foe, returns to ricochet harmlessly off you, then flies out to attack another foe.
You can make a renged attack with a thrown weapon at your highest attack bonus against as many targets as you wish. You can attack each target just once with this attack, calculating range and cover penalties from your position on the battlefield.
When you use blade storm, you lose the use of one Iron Heart, Stone Dragon or Tiger Claw strike you have readied for the current encounter, just as if you had initiated the strike (except you do not also gain the strike's normal effect). Once you use this ability, you can recover the maneuver you expended and use it normally.

Special: The weapons usable are based on the qualifying discipline. This feat may be taken up to three times and applies to different disciplines.

Iron Heart: Longsword, bastard sword, greatsword, falcion, battle axe, shortsword, broadsword
Stone Dragon: Mace, club, war hammer, battle axe, greatsword, shield
Tiger Claw: Light hand-axe, kukri, kama/sickle, long* or short spear*

*Non-two weapon based strikes only.
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E-F
Eye of the Storm [Fighter Bonus][Wuxia]
Prerequistes: Intelligence and Strength 15, BAB +12, 4th level Iron Heart, Stone Dragon or Tiger Claw maneuvers.

You learn to center your being and adopt a mindset of calm readiness despite the furor of battle raging about you. While you are in Iron Heart, Stone Dragon or Tiger Claw stance, you can forgo its normal benefit as a swift action to gain the effect of eye of the storm. This ability lasts as long as you would maintain the Iron Heart, Stone Dragon or Tiger Claw stance, or as described below. You can also stop using eye of the storm and resume gaining the normal benefit of the stance as a swift action.
When you use this ability, you gain a +4 dodge bonus to Armor Class against ranged attacks and a +2 competence bonus on Reflex save. In addition, when a foe makes an attack of oppertunity against you when you make a ranged attack while threatened you can make a single melee attack against that foe as a swift action (assuming you're not unarmed and you threaten that foe). Such an attack does not count as an attack of oppertunity. To retain this defensive posture, you can move no more than 10 feet on your turn.
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Greater Rage [Fighter Bonus][Wuxia]

Prerequisites: Con and Strength 15, +11 base attack and the rage feat.

Your bonuses to Strength and Constitution during your rages each increase to +6 and your morale bonus on Will saves increase to +3. The penalty to AC remains at -2.
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Mettle [Wuxia][Fighter Bonus]

Need help with flavor text.

Prerequisites: Con 15, Fort save +12 and Diehard

Benefit
You can resist magical attacks with greater effectiveness than other warriors. If you succeed on a Will or Fortitude saving throw against an attack that would normally produce a lesser effect on a successful save, you instead negate the effect. You do not gain the benefit of mettle when you are unconscious or sleeping.
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Soaring Jump [Fighter Bonus][Wuxia]

With a sudden leap you fly farther than any member of your kind has any right to do. It truly is a remarable sight.

Prerequisites: Strength and Dexterity 15, Combat Acrobatics, Mobility, Agile Leaper and Jump 17

Whenever you make a successful Jump check multiply your the result by ten to determine distance traveled. For example,

{table=head]Long Jump Distance|Jump DC
50 feet|5
100 feet|10
150 feet|15
200 feet|20
250 feet|25
300 feet|30
350 feet|35[/table]

{table=head]High Jump Distance|High Jump DC
10 feet|4
20 feet|8
30 feet|12
40 feet|16
50 feet|20
60 feet|24
70 feet|28
80 feet|32[/table]
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Agrippa
2010-08-07, 07:20 PM
Superhero Tier fighter bonus feats

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In A Single Bound [Fighter Bonus][Superhero]

Who the Hell are you, Superman?

Prerequisites: Strength and Dexterity 17, Combat Acrobatics, Mobility, Agile Leaper and Jump 20

As Soaring Jump but your result jump distance is treated as flight speed for a number of rounds equal to half Jump bonus rounded down at clumsy maneuverabilty.
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Mighty Rage [Fighter Bonus][Superhero]

Prerequisites: Con and Strength 17, +20 base attack and the greater rage feat.

Your bonuses to Strength and Constitution during a rage each increase to +8 and your morale bonus on Will saves increase to +4. The penalty to AC remains at -2.
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Tireless Rage[Fighter Bonus][Superhero]

Prerequisites: Con 17 and greater rage feat.

You no longer become fatigued at the end of your rages.
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Vorpal Stirke [Fighter bonus][Superhero]
Prerequisites
Str 17, Wis or Int 15, Improved Critical (unarmed attack, slashing or bludgeoning weapon), Keen Strike, ki strike (adamantine) or master level weapon specialization.

Benefit
Your slashing, bludgeoning or unarmed strike is considered to be a vorpal weapon. If the weapon is aleardy vorpal the intended target is subljected to two saving throws and takes the worse of them.

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Agrippa
2010-08-07, 07:21 PM
Looks like you're also using a different table format than normal :smallconfused:

I forgot the whole table. I fixed it.

Agrippa
2010-08-07, 07:22 PM
Try using this (http://pifro.com/) to make your table.

Minor and Major auras make it seem more like a marshal than a fighter to me. Just personal preference.

I'm folding marshal into the fighter class just to let you know.

Agrippa
2010-08-07, 07:33 PM
I just addded Vorpal Strike as a non-Epic superhero tier feat. Tell me what you think.

Agrippa
2010-08-07, 10:18 PM
I'd like some more help thinking of new tiered feats. Maybe Mettle as a fighter bonus feat. Does that sound like a good idea? Also, what else should I give this fighter revision? I'd also like some help with pictures for each tier of experience, gritty (1-5), pulp (6-10), Wuxia (11-15) and superhero (16-20).

Agrippa
2010-08-09, 09:06 PM
Newly added feats.

Mettle [Wuxia][Fighter Bonus]

Prerequisites: Con 15, Fort save +12 and Diehard

Benefit
You can resist magical attacks with greater effectiveness than other warriors. If you succeed on a Will or Fortitude saving throw against an attack that would normally produce a lesser effect on a successful save, you instead negate the effect. You do not gain the benefit of mettle when you are unconscious or sleeping.

Warlike Cunning [Gritty][Fighter Bonus]

You keen intellect is truly among one of your greatest assets in battle.

Prerequisites: Int 13 at least one level in fighter or other warrior class.

Benefit
You gain a good number of battle related special abilities based on your intelligence.

Battle Clarity: You can enter a state of almost mystical awareness of the battlefield around you. As long as you are not surprised, you gain an insight bonus equal to your Intelligence bonus (maximum equals your class level) on your Reflex saving throws.

Battle Ardor: The sheer love of battle lends uncanny strength to your blows. Starting at 3rd level, you gain an insight bonus equal to your Intelligence bonus on rolls made to confirm critical hits.

Battle Cunning: Your instinct for seizing the moment gives you a significant advantage over foes unprepared for your attack. At 7th level, you gain an insight bonus equal to your Intelligence bonus on melee damage rolls against flat-footed or flanked opponents.

Battle Skill: You anticipate your enemies' ploys and tactics. At 11th level, you gain an insight bonus equal to your Intelligence bonus on any check made to oppose an enemy's bull rush, disarm, feint, overrun, sunder, or trip attempt.

Battle Mastery: You notice the most subtle openings and cues offered by your opponents. At 15th level, you gain an insight bonus equal to your Intelligence bonus on melee attack rolls and melee damage rolls made whenever you make whenever you get an attack of oppertunity.

Yes, I've basically just gone and made Mettle and the entire Battle Ardor to Mastery line into two feats. But I figure if I'm writing out the Tome of Battle classes themselves, that it's okay to just make some of thier class abilities feats. That along with parcelling out maneuver progressions to which ever classes fit best.

Agrippa
2010-08-14, 04:20 PM
I just added a few new feats, included some of the old PHB ones, one of which I modified and replaced the gritty fighter picture in post one two better ones. What else do I need to do?

Eldrys
2010-08-14, 04:30 PM
I have a few things. First, what are the teirs about? Is the DM supposed to choose a tier to be able to adjust the power level of the Fighter?

Also, this seems just a little overpowered to me. All good saves(plus one "super good" save), Full BAB, Auras, and a metric crapton of free feats. I'm not exactly the best judge of balance though.

137ben
2010-08-14, 04:30 PM
I'm folding marshal into the fighter class just to let you know.
What happened to making the fighter better at fighting? In any case, your fighter variant is WAY too powerful. It has 2 good saves and one better-than good saves, a bonus feat every 2 levels AND a bunch of class features other than feats? It is not only more powerful than the core fighter, it is more powerful than any other class in the game!

Agrippa
2010-08-14, 04:52 PM
I have a few things. First, what are the teirs about? Is the DM supposed to choose a tier to be able to adjust the power level of the Fighter?

Also, this seems just a little overpowered to me. All good saves(plus one "super good" save), Full BAB, Auras, and a metric crapton of free feats. I'm not exactly the best judge of balance though.

First, this fighter revision has higher saving throw than normal core classes. So would any other core class resvisions I would make. They would all get saving throw progressions like this. The Good and Poor saving throws would be significantly higher regardless of class if this fighter revision was used. It would just have to be.

{table=head]Level|Good Saves|Bad Saves
1|+4|+2
2|+5|+3
3|+5|+3
4|+6|+4
5|+6|+4
6|+8|+5
7|+8|+5
8|+9|+6
9|+9|+6
10|+10|+7
11|+10|+7
12|+12|+8
13|+12|+8
14|+13|+9
15|+13|+9
16|+14|+10
17|+14|+10
18|+16|+11
19|+16|+11
20|+17|+12[/table]

Second, the marshal auras are there because the fighter class should be a class relating to millitary-like leadership and the marshal wouldn't exist anyway if this variant is used. Third, the tier system I'm using is different from the class tier system. In this system there are four major tiers and each one is level based. Gritty covers levels one to five. Pulp stretches from six to ten. Wuxia tier goes from level eleven to fifteen. Last but not least is the superhero tier which handles level sixteen to twenty. Imagine starting out as a very low-powered gritty character, like the Seven Samurai and slowly working your way up to Midnighter or Cuchlainn level. That what the tier system in this thead is about.

Eldrys
2010-08-14, 05:03 PM
Sorry, didn't realize this was part of a larger hombrew system of yours(i thought it was just another fighter fix).

Agrippa
2010-08-14, 05:21 PM
Sorry, didn't realize this was part of a larger hombrew system of yours(i thought it was just another fighter fix).

I wasn't really thinking of it as a wholesale system, just a few tweaks here and there.

Agrippa
2010-08-14, 07:12 PM
Okay then, i've added in almost all of the standard core Fighter Bonus feats with some revisions. So with the caveat that everyone uses the saving throw prgression method from this thread, how does it look?

Temotei
2010-08-14, 08:16 PM
Okay then, i've added in almost all of the standard core Fighter Bonus feats with some revisions. So with the caveat that everyone uses the saving throw prgression method from this thread, how does it look.

Edit posts when they're within hours of each other and no one has replied. There's an edit button in the bottom right corner of each post of yours.

Agrippa
2010-08-14, 09:38 PM
Edit posts when they're within hours of each other and no one has replied. There's an edit button in the bottom right corner of each post of yours.

Okay then, I'll rememeber that.

I still don't get why.

Agrippa
2010-08-15, 12:55 PM
Another bump just to make sure this thread doesn't suffer an untimely death.

Djinn_in_Tonic
2010-08-15, 01:06 PM
Another bump just to make sure this thread doesn't suffer an untimely death.

...it might have payed to have fleshed out more feats before posting. I'm disinclined to explore this highly feat-dependent fix when most of the feats are simply...well...not there.

FlamingKobold
2010-08-15, 03:00 PM
A few things. First, I agree with Djinn. Second, this isn't a fighter, and it doesn't fix anything. Frightful presence has nothing to do with fighting. Neither do auras. But moreover all you did was give the fighter bigger numbers in saves, hitting things and hurting things and other stuff covered by auras. Moreover, auras and FP just make it more MAD by adding charisma. And this still solved about 0 of the actual problems with fighters.

Agrippa
2010-08-16, 09:02 PM
Three new Fighter Bonus feats to scrutinize. Here they are.

Agile Leaper [Fighter Bonus][Wuxia]

Both your grace and physical power contribute to your skillful leaps.

Prerequisites: Strength and Dexterity 13, Combat Acrobatics, Mobility and Jump 14

Add both your Dexterity and Strength modifiers to all Jump checks.

Soaring Jump [Fighter Bonus][Wuxia]

With a sudden leap you fly farther than any member of your kind has any right to do. It truly is a remarable sight.

Prerequisites: Strength and Dexterity 15, Combat Acrobatics, Mobility, Agile Leaper and Jump 17

Whenever you make a successful Jump check multiply your the result by ten to determine distance traveled. For example,

{table=head]Long Jump Distance|Jump DC
50 feet|5
100 feet|10
150 feet|15
200 feet|20
250 feet|25
300 feet|30
350 feet|35[/table]

{table=head]High Jump Distance|High Jump DC
10 feet|4
20 feet|8
30 feet|12
40 feet|16
50 feet|20
60 feet|24
70 feet|28
80 feet|32[/table]

In A Single Bound [Fighter Bonus][Superhero]

Who the Hell are you, Superman?

Prerequisites: Strength and Dexterity 17, Combat Acrobatics, Mobility, Agile Leaper and Jump 20

As Soaring Jump but your result jump distance is treated as flight speed for a number of rounds equal to half Jump bonus rounded down at clumsy maneuverabilty.

I'm brainstorming a few feats based off of Cuchlainn's technique with Gáe Bulg.

"And Cúchulainn called for the Gae Bulga from Laeg son of Riangabair. This was its nature: With the stream it was made ready, and from between the fork of the foot it was cast; the wound of a single spear it gave when entering the body, and thirty barbs had it when it opened and it could not be drawn out of a man's flesh till the flesh had been cut about it."

Edit: Now what?

Agrippa
2010-08-17, 09:56 PM
So, now what?

Djinn_in_Tonic
2010-08-18, 12:17 AM
The higher saves are, frankly, unnecessary. Maybe +12/+9/+9 could work, but +17/+12/+12 is ridiculous. As mentioned, the Auras and the Frightful Presence seem out of place...if anything, these should be feat options.

The weapon specialization is just crazy. Fighters are already sufficient at melee combat. The problem is that melee combat just isn't that good without tons of other options. Handing out +8 to hit, +8 to damage, and 4 (FOUR!) extra attacks just makes melee cheese that much worse without actually providing any new or interesting options to the player. I'd think of a better option for this ability...something that makes melee interesting again.

Overall, I'm not particularly impressed, although I'll again need more feats to make a judgment.

Agrippa
2010-08-18, 02:40 AM
I just added in a more roguish or bandit-like fighter variant for those less adpet at leadership and command. I doubt its enough, but I hope it is.

Djinn_in_Tonic
2010-08-18, 10:00 AM
I just added in a more roguish or bandit-like fighter variant for those less adpet at leadership and command. I doubt its enough, but I hope it is.

This does nothing to address the other two major issues I brought up regarding your save progression and your Weapon Specialization choice. Those are, quite frankly, more important than the auras and frightful presence.

Again, I also suggest that auras/sneak attack/frightful presence become Fighter feats...you're remaking so many feats that you may as well just incorporate them in and just give a single Fighter base.

Agrippa
2010-08-19, 12:36 AM
I understand your point Djinn, but I want the warlord/commander and thug/streetfighter variants to be simply for the fighter class and I generally don't like the idea of class only feats.

Djinn_in_Tonic
2010-08-19, 12:58 AM
I understand your point Djinn, but I want the warlord/commander and thug/streetfighter variants to be simply for the fighter class and I generally don't like the idea of class only feats.

Alright...although, again, you don't address the two largest points I brought up: your saving throw changes are unnecessary, and the weapon specialization makes the Fighter better at something he's already good enough at, don't add much interest, and don't help him in the areas where he's weak.

Agrippa
2010-08-19, 02:02 PM
I have a general idea of what you mean Djinn, but could you be more specific.

Djinn_in_Tonic
2010-08-19, 02:17 PM
I have a general idea of what you mean Djinn, but could you be more specific.

Alright. Starting with the save progression.

It's to high. +12 is a strong save, and is strong enough to succeed most of the time. Going above +12 on a strong save is mechanically unnecessary, and very strange to find on a class. There's no reason that a Fighter is that much tougher than a Barbarian, for example. Drop it to +12...if someone wants their Fort that high, there are feats for that.

Reflex I can understand, but Will probably shouldn't be that high on a Fighter. I'd say +9 tops. Basically, you're buffing saving throws to make up for the fact that spells can ruin a Fighter's day...which is a boring, passive way to solve the problem. If you really want him to not be bothered by saving throws, give him interesting abilities that accomplish similar ends, and actually make the player feel involved in the action. In short, don't break a core formula (base attack, base saves, giving skill points in increments of 2, hit die of d4 to d12...) unless you have an ironclad reason to do so.

The problem with your weapon specialization class feature is that it just makes the Fighter better at standing in one place swinging a weapon. That's not necessary...the Fighter is already very good at that sort of combat. His problem is that he can't do that: movement, spells, and class abilities all prevent him from standing next to a monster wailing away on it, and hit point damage is the least effective way to actually drop an opponent. Thus, you just overpowered him in situations where HP damage is necessary, but he's still worthless when it's not as useful. Give him new options and new things to do...don't just make him better at the thing he already does, because he does it fairly well currently.

Agrippa
2010-08-21, 01:51 AM
Excuse me while I start on a new house rule thread. One of the house rules will cover movement during a full attack. Then I'll work on some rules for weapon specialization aside from just additional attacks. It's working its way through my brain right now and might be ready tomorrow.

Agrippa
2010-09-02, 06:11 PM
I add at least half a dozen bonus feats, most adapted from prestige class abilities and I'm linking to this house rules thread (http://www.giantitp.com/forums/showthread.php?p=9189372#post9189372) of mine.