ShiningStarling
2010-12-09, 04:39 PM
The Fighter
Hit Points: d10
Skills: (4+Int. Mod.) * (3 + level)
Class Skills: Balance, Climb, Craft, Gather Information, Handle Animal, Heal, Intimidate, Jump, Listen, Profession, Ride, Search, Spot, Survival, Swim, Tumble, Use Rope
{table]lvl.|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|Bonus Feat, Weapon Attunement, Stylistic Learning
2|+2|+3|+0|+0|Bonus Feat
3|+3|+3|+1|+1|Fighting Spirit, Imposing Skill, Second Weapon Attunement
4|+4|+4|+1|+1|Bonus Feat, Field Controller
5|+5|+4|+1|+1|Elusive Attack, Improved Weapon Attunement
6|+6/+1|+5|+2|+2|Bonus Feat, Extended Charge
7|+7/+2|+5|+2|+2|Stylistic Learning
8|+8/+3|+6|+2|+2|Bonus Feat, Improved Field Controller
9|+9/+4|+6|+3|+3|Armor Specialization, Counter Attack
10|+10/+5|+7|+3|+3|Bonus Feat, Finer Weapon Attunement
11|+11/+6/+1|+7|+3|+3|Armor Attunement, Mettle
12|+12/+7/+2|+8|+4|+4|Bonus Feat, Shift Charge
13|+13/+8/+3|+8|+4|+4|Stylistic Learning
14|+14/+9/+4|+9|+4|+4|Bonus Feat
15|+15/+10/+5|+9|+5|+5|Greater Weapon Attunement, Pounce
16|+16/+11/+6/+1|+10|+5|+5|Bonus Feat, Overpowering Attack
17|+17/+12/+7/+2|+10|+5|+5|Greater Armor Attunement
18|+18/+13/+8/+3|+11|+6|+6|Bonus Feat, Greater Shift Charge
19|+19/+14/+9/+4|+11|+6|+6| Greater Mettle
20|+20/+15/+10/+5|+12|+6|+6|Bonus Feat, Weapon Apotheosis[/table]
Bonus Feats: These are drawn from the Fighter bonus feat list, at 1st level, then at every even level.
Weapon Attunement: (Ex) At 1st level, the Fighter chooses a weapon with which he is proficient. At the level he becomes applicable for any feat specifically for that weapon (Weapon Focus, Weapon Specialization, Greater Weapon Focus,Greater Weapon Specialization, Improved Critical, Melee/Ranged Weapon Mastery, and Weapon Supremacy) he gains it automatically.For example, at this level, he gains Weapon Focus for the secondary weapon, at 4th level, he gains Weapon Specialization with it, and so forth.
Stylistic Learning: (Ex) At 1st level, you select a style from the following list, and at appropriate level you gain certain benefits based on that chosen style and feats you have taken relating to it. The styles are Archery, Power Assailant, Two Weapon, Dueling, Mounted, and Spring Attacker.
Archery: At 1st level, if you select the Archery style, you gain Point Blank Shot as a bonus feat. At 7th level , if you have taken the Manyshot feat, Your penalties when using multiple arrows are halved. At 13th level, If you have taken Improved Precise Shot, the miss chance gained by opponents you are shooting at is reduced to 25%.
Power Assailant: At 1st level, if you select the Power Assailant style, then you gain Power Attack as a bonus feat. You must meet the prerequisites for this feat. At 7th level, if you have taken the Cleave feat, you gain a plus 1 bonus to hit and damage on all Cleave or Great Cleave attacks. You may also take 5-foot steps in between Cleave or Great Cleave attacks, starting at 7th level. At 13th level, if you have taken the Great Cleave feat, you may make a full attack against the opponent to be last in you Great Cleave chain, that is, the first one to not die. If he dies, you may not continue your Great Cleaving based on his death.
Two Weapon: At 1st level, if you select the Two Weapon style, you gain Two Weapon Fighting as a bonus feat. You must meet the prerequisites for this feat. At 7th level, if you have taken Improved Two Weapon Fighting, each hand’s penalty when fighting with two weapons is reduced by one, to a minimum of 0. At 13th level, if you have taken Greater Two Weapon Fighting, each hands penalties are reduced by another one, stacking with the previous bonus above, to a minimum of 0.
Mounted: At 1st level, if you select the Mounted style, you gain Mounted Combat as a bonus feat. You must meet the prerequisites for this feat. At 7th level, if you have taken the Ride By Attack feat, you and your mount don’t provoke attacks of opportunity from anyone threatening any part of you charges path. At 13th level, if you have taken the Spirited Charge feat, any opponent you make a Spirited Charge against is automatically flat-footed, and the attack deals triple damage instead (or quadruple for a lance).
Spring Attacker: At 1st level, if you select the Spring Attacker style, you gain Dodge as a bonus feat. You must meet the prerequisites for this feat. At 7th level, if you have taken the Spring Attack feat, your movement does not provoke any attacks of opportunity while springing. At 13th level, if you have taken the Bounding Assault feat, your target(s) are caught flat-footed by your Spring Attack(s).
Dueling: At 1st level, you gain Weapon Finesse as a bonus feat. At 7th level, you may apply your Dex bonus to damage when using a Finessable Weapon. At 13th level, you gain Sneak Attack with Finessable weapons at a rate of 1d6 per 3 Fighter levels.
Fighting Spirit: (Ex) At 3rd level, The Fighter gains his Strength modifier to Will saves, in addition to Wisdom.
Imposing Skill: (Ex) At 3rd level, The Fighter gains half his Fighter level on Intimidate and Diplomacy checks.
Second Weapon Attunement: (Ex) Every good Fighter knows enough to train with their backup weapon. At 3rd level, the Fighter chooses a weapon with which he is proficient. At the level he becomes applicable for any feat specifically for that weapon (Weapon Focus, Weapon Specialization, Greater Weapon Focus,Greater Weapon Specialization, Improved Critical, Melee/Ranged Weapon Mastery, and Weapon Supremacy) plus 2 he gains it automatically. For example, at this level, he gains Weapon Focus for the secondary weapon, at 6th level, he gains Weapon Specialization with it, and so forth.
Field Controller: (Ex) At 4th level, the Fighter gains Improved Feint when using an Attuned weapon. He also gains one of the following regardless of prerequisites: Improved Grapple, Improved Disarm, Improved Trip, Improved Bull Rush, Improved Overrun, or Improved Sunder.
Improved Weapon Attunement: (Ex) At 5th level, Your damage with your 1st attuned weapon goes up one die size.
Elusive Attack: (Ex) At 5th level, you gain this ability, as in the PHII, but without the loss of bonus feat.
Extended Charge: (Ex) At 6th level, your charges may be of twice the normal length, though the minimum distance remains the same.
Improved Field Controller: (Ex) At 8th level, with the Field Controller feat you selected at 4th level, you gain a plus 2 bonus on checks for that feat.
Counter Attack: (Ex) At 9th level, you gain this ability, as in the PHII, but without the loss of bonus feat.
Armor Specialization: The Fighter gains this as a bonus feat at 9th level.
Finer Weapon Attunement: (Ex) At 10th level, with the Weapon you chose to attune with 1st, you may use Combat Reflexes to make an AoO 1 more time than your Dex normally allows (if you possess that feat). You may also use Combat Expertise for twice the benefit (again, if you possess the feat). This happens at 10th level.
Armor Attunement: (Ex) At 11th level, with the armor type you chose for Armor Specialization at 5th level, you now take 1 less armor check penalty (to a minimum of 0), 1 more max. Dex. bonus, and 10% less arcane spellcasting failure (to a minimum of 0).
Mettle: (Ex) At 11th level, whenever a spell would allow a lesser effect on a successful Fortitude or Will save, you instead suffer no effect on a successful save.
Shift Charge: (Ex) At 12th level the fighter may shift the direction of his charge 45 degrees, or take a 5-foot step to the left or right of his path to avoid obstacles or to aid his approach. If the 5-foot step option is used, subtract that from his total allowed distance for his charge. You may only do this once per charge.
Pounce: (Ex) At 15th level, you may make a full attack at the end of a charge.
Greater Weapon Attunement: (Ex) At 15th level, you deal additional damage with your 1st attuned weapon equal to your Fighter level.
Overpowering Attack: (Ex) At 16th level, you gain this ability, as in the PHII, but without the loss of bonus feat.
Greater Armor Attunement: (Ex) At 17th level, your attuned armor provides you with 2 additional armor class.
Greater Shift Charge: (Ex) At 18th level, you may shift your charge as many times as you want in one charge.
Greater Mettle: (Ex) On a Will or Fortitude saving throw where there is a lesser effect on a successful save, you not only suffer no effect on a successful save, but now only suffer the lesser effect on a failed one.
Weapon Apotheosis: (Ex) At 20th level, you reach an almost magical talent with your 1st attuned weapon. You gain an additional attack to your full attack routine at your highest bonus when using that weapon. You are also impossible to disarm with your attuned weapon.
With this new version of the Fighter I'm trying to just make him able to do more things, by giving him some of the feats that are looked over, or taken for not much bonus, as well as opening up other options for him. Comments!?
Hit Points: d10
Skills: (4+Int. Mod.) * (3 + level)
Class Skills: Balance, Climb, Craft, Gather Information, Handle Animal, Heal, Intimidate, Jump, Listen, Profession, Ride, Search, Spot, Survival, Swim, Tumble, Use Rope
{table]lvl.|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|Bonus Feat, Weapon Attunement, Stylistic Learning
2|+2|+3|+0|+0|Bonus Feat
3|+3|+3|+1|+1|Fighting Spirit, Imposing Skill, Second Weapon Attunement
4|+4|+4|+1|+1|Bonus Feat, Field Controller
5|+5|+4|+1|+1|Elusive Attack, Improved Weapon Attunement
6|+6/+1|+5|+2|+2|Bonus Feat, Extended Charge
7|+7/+2|+5|+2|+2|Stylistic Learning
8|+8/+3|+6|+2|+2|Bonus Feat, Improved Field Controller
9|+9/+4|+6|+3|+3|Armor Specialization, Counter Attack
10|+10/+5|+7|+3|+3|Bonus Feat, Finer Weapon Attunement
11|+11/+6/+1|+7|+3|+3|Armor Attunement, Mettle
12|+12/+7/+2|+8|+4|+4|Bonus Feat, Shift Charge
13|+13/+8/+3|+8|+4|+4|Stylistic Learning
14|+14/+9/+4|+9|+4|+4|Bonus Feat
15|+15/+10/+5|+9|+5|+5|Greater Weapon Attunement, Pounce
16|+16/+11/+6/+1|+10|+5|+5|Bonus Feat, Overpowering Attack
17|+17/+12/+7/+2|+10|+5|+5|Greater Armor Attunement
18|+18/+13/+8/+3|+11|+6|+6|Bonus Feat, Greater Shift Charge
19|+19/+14/+9/+4|+11|+6|+6| Greater Mettle
20|+20/+15/+10/+5|+12|+6|+6|Bonus Feat, Weapon Apotheosis[/table]
Bonus Feats: These are drawn from the Fighter bonus feat list, at 1st level, then at every even level.
Weapon Attunement: (Ex) At 1st level, the Fighter chooses a weapon with which he is proficient. At the level he becomes applicable for any feat specifically for that weapon (Weapon Focus, Weapon Specialization, Greater Weapon Focus,Greater Weapon Specialization, Improved Critical, Melee/Ranged Weapon Mastery, and Weapon Supremacy) he gains it automatically.For example, at this level, he gains Weapon Focus for the secondary weapon, at 4th level, he gains Weapon Specialization with it, and so forth.
Stylistic Learning: (Ex) At 1st level, you select a style from the following list, and at appropriate level you gain certain benefits based on that chosen style and feats you have taken relating to it. The styles are Archery, Power Assailant, Two Weapon, Dueling, Mounted, and Spring Attacker.
Archery: At 1st level, if you select the Archery style, you gain Point Blank Shot as a bonus feat. At 7th level , if you have taken the Manyshot feat, Your penalties when using multiple arrows are halved. At 13th level, If you have taken Improved Precise Shot, the miss chance gained by opponents you are shooting at is reduced to 25%.
Power Assailant: At 1st level, if you select the Power Assailant style, then you gain Power Attack as a bonus feat. You must meet the prerequisites for this feat. At 7th level, if you have taken the Cleave feat, you gain a plus 1 bonus to hit and damage on all Cleave or Great Cleave attacks. You may also take 5-foot steps in between Cleave or Great Cleave attacks, starting at 7th level. At 13th level, if you have taken the Great Cleave feat, you may make a full attack against the opponent to be last in you Great Cleave chain, that is, the first one to not die. If he dies, you may not continue your Great Cleaving based on his death.
Two Weapon: At 1st level, if you select the Two Weapon style, you gain Two Weapon Fighting as a bonus feat. You must meet the prerequisites for this feat. At 7th level, if you have taken Improved Two Weapon Fighting, each hand’s penalty when fighting with two weapons is reduced by one, to a minimum of 0. At 13th level, if you have taken Greater Two Weapon Fighting, each hands penalties are reduced by another one, stacking with the previous bonus above, to a minimum of 0.
Mounted: At 1st level, if you select the Mounted style, you gain Mounted Combat as a bonus feat. You must meet the prerequisites for this feat. At 7th level, if you have taken the Ride By Attack feat, you and your mount don’t provoke attacks of opportunity from anyone threatening any part of you charges path. At 13th level, if you have taken the Spirited Charge feat, any opponent you make a Spirited Charge against is automatically flat-footed, and the attack deals triple damage instead (or quadruple for a lance).
Spring Attacker: At 1st level, if you select the Spring Attacker style, you gain Dodge as a bonus feat. You must meet the prerequisites for this feat. At 7th level, if you have taken the Spring Attack feat, your movement does not provoke any attacks of opportunity while springing. At 13th level, if you have taken the Bounding Assault feat, your target(s) are caught flat-footed by your Spring Attack(s).
Dueling: At 1st level, you gain Weapon Finesse as a bonus feat. At 7th level, you may apply your Dex bonus to damage when using a Finessable Weapon. At 13th level, you gain Sneak Attack with Finessable weapons at a rate of 1d6 per 3 Fighter levels.
Fighting Spirit: (Ex) At 3rd level, The Fighter gains his Strength modifier to Will saves, in addition to Wisdom.
Imposing Skill: (Ex) At 3rd level, The Fighter gains half his Fighter level on Intimidate and Diplomacy checks.
Second Weapon Attunement: (Ex) Every good Fighter knows enough to train with their backup weapon. At 3rd level, the Fighter chooses a weapon with which he is proficient. At the level he becomes applicable for any feat specifically for that weapon (Weapon Focus, Weapon Specialization, Greater Weapon Focus,Greater Weapon Specialization, Improved Critical, Melee/Ranged Weapon Mastery, and Weapon Supremacy) plus 2 he gains it automatically. For example, at this level, he gains Weapon Focus for the secondary weapon, at 6th level, he gains Weapon Specialization with it, and so forth.
Field Controller: (Ex) At 4th level, the Fighter gains Improved Feint when using an Attuned weapon. He also gains one of the following regardless of prerequisites: Improved Grapple, Improved Disarm, Improved Trip, Improved Bull Rush, Improved Overrun, or Improved Sunder.
Improved Weapon Attunement: (Ex) At 5th level, Your damage with your 1st attuned weapon goes up one die size.
Elusive Attack: (Ex) At 5th level, you gain this ability, as in the PHII, but without the loss of bonus feat.
Extended Charge: (Ex) At 6th level, your charges may be of twice the normal length, though the minimum distance remains the same.
Improved Field Controller: (Ex) At 8th level, with the Field Controller feat you selected at 4th level, you gain a plus 2 bonus on checks for that feat.
Counter Attack: (Ex) At 9th level, you gain this ability, as in the PHII, but without the loss of bonus feat.
Armor Specialization: The Fighter gains this as a bonus feat at 9th level.
Finer Weapon Attunement: (Ex) At 10th level, with the Weapon you chose to attune with 1st, you may use Combat Reflexes to make an AoO 1 more time than your Dex normally allows (if you possess that feat). You may also use Combat Expertise for twice the benefit (again, if you possess the feat). This happens at 10th level.
Armor Attunement: (Ex) At 11th level, with the armor type you chose for Armor Specialization at 5th level, you now take 1 less armor check penalty (to a minimum of 0), 1 more max. Dex. bonus, and 10% less arcane spellcasting failure (to a minimum of 0).
Mettle: (Ex) At 11th level, whenever a spell would allow a lesser effect on a successful Fortitude or Will save, you instead suffer no effect on a successful save.
Shift Charge: (Ex) At 12th level the fighter may shift the direction of his charge 45 degrees, or take a 5-foot step to the left or right of his path to avoid obstacles or to aid his approach. If the 5-foot step option is used, subtract that from his total allowed distance for his charge. You may only do this once per charge.
Pounce: (Ex) At 15th level, you may make a full attack at the end of a charge.
Greater Weapon Attunement: (Ex) At 15th level, you deal additional damage with your 1st attuned weapon equal to your Fighter level.
Overpowering Attack: (Ex) At 16th level, you gain this ability, as in the PHII, but without the loss of bonus feat.
Greater Armor Attunement: (Ex) At 17th level, your attuned armor provides you with 2 additional armor class.
Greater Shift Charge: (Ex) At 18th level, you may shift your charge as many times as you want in one charge.
Greater Mettle: (Ex) On a Will or Fortitude saving throw where there is a lesser effect on a successful save, you not only suffer no effect on a successful save, but now only suffer the lesser effect on a failed one.
Weapon Apotheosis: (Ex) At 20th level, you reach an almost magical talent with your 1st attuned weapon. You gain an additional attack to your full attack routine at your highest bonus when using that weapon. You are also impossible to disarm with your attuned weapon.
With this new version of the Fighter I'm trying to just make him able to do more things, by giving him some of the feats that are looked over, or taken for not much bonus, as well as opening up other options for him. Comments!?