Zaydos
2011-12-21, 07:04 PM
Yeah another one of those fighter fixes. Why?
I love Sword and Sorcery. The heroes in those tales are swordsmen, fighters. They do not crumple at a wizard's spell, breaking apart like wet paper. Instead they pull on some super-human reserve and push forward, breaking through such magic.
Now you could argue Warblade does this; Iron Heart has the abilities (although the wording of the relevant ability, Iron Heart Surge, is odd and leaves the most important fabilities daze, stun, and mind control unsurpassable because you can't or wouldn't use it in those situations). In fact I'd make that argument. So why do this? Because me and my little brother started talking and I did it and I might as well post it.
So here's my attempt at a fighter that fulfills the determinator archetype. He doesn't surrender, doesn't yield, and will keep on fighting. To build this I borrowed liberally from the Knight, whose high level abilities were especially appropriate, and some from the barbarian's defensive abilities as I was basing it heavily on Conan who despite not having any other barbarian abilities had Uncanny Dodge. Another self imposed limitation on this was no messing with 1st level or even numbered levels. Hopefully it's fourth tier; I think it actually cannot fulfill the prerequisites for third tier as it lacks the versatility which is that tier's hallmark. In short this character is supposed to be a tough warrior which lacks the offensive powers of a barbarian (pounce, rage) but gains extreme levels of defensive ability.
So without further rambling:
The Heroic Warrior
HD type: d12.
Class Skills: Autohypnosis (Wis), Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (History) (Int), Knowledge (Local), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex), and Tumble (Dex).
Skill Points per Level: 4 + Int modifier.
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+0
+2
Bonus Feat
2nd
+2
+3
+0
+3
Bonus Feat
3rd
+3
+3
+1
+3
Uncanny Dodge, Master of Arms
4th
+4
+4
+1
+4
Bonus Feat
5th
+5
+4
+1
+4
Master of Armor +1, Master of Arms
6th
+6/+1
+5
+2
+5
Bonus Feat
7th
+7/+2
+5
+2
+5
Force of Will, Master of Arms
8th
+8/+3
+6
+2
+6
Bonus Feat
9th
+9/+4
+6
+3
+6
Improved Uncanny Dodge, Master of Armor +2, Master of Arms
10th
+10/+5
+7
+3
+7
Bonus Feat
11th
+11/+6/+1
+7
+3
+7
Mettle, Master of Arms
12th
+12/+7/+2
+8
+4
+8
Bonus Feat
13th
+13/+8/+3
+8
+4
+8
Master of Tactics, Master of Armor +3
14th
+14/+9/+4
+9
+4
+9
Bonus Feat
15th
+15/+10/+5
+9
+5
+9
Spell Resistance, Master of Arms
16th
+16/+11/+6/+1
+10
+5
+10
Bonus Feat
17th
+17/+12/+7/+2
+10
+5
+10
Heroic Endurance, Master of Armor +4, Master of Arms
18th
+18/+13/+8/+3
+11
+6
+11
Bonus Feat
19th
+19/+14/+9/+4
+11
+6
+11
Fight Beyond Death, Master of Arms
20th
+20/+15/+10/+5
+12
+6
+12
Bonus Feat
Class Features:
Weapon and Armor Proficiencies: All armors and shields (including tower shields) as well as all simple and martial weapons.
Bonus Feat: At 1st level, 2nd level, and every 2 levels thereafter a heroic warrior gets a bonus feat from the fighter bonus feat list. They may also select fighter alternate class features which would normally be taken in place of a feat, but must have a class level of at least the level where a fighter may take that class feature.
Uncanny Dodge (Ex): At 3rd level a Heroic Warrior's battle instincts have evolved to such a point that he can react to danger before his senses would normally allow. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized.
If a heroic warrior already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.
Master of Arms: Beginning at 3rd level a Heroic Warrior counts as a fighter of his class level for the purposes of feat prerequisites. In addition he gains Exotic Weapon Proficiency, Weapon Focus, or Weapon Specialization as a bonus feat with any one weapon he meets the prerequisites for.
At 5th level and every odd numbered level thereafter he gains another Exotic Weapon Proficiency, Weapon Focus, or Weapon Specialization as a bonus feat.
Master of Armor: A herioc warrior knows how to place their armor between them and an attack, using his movement and the armors to avoid blows. At 5th level a Heroic Warrior gains a +1 dodge bonus to AC when wearing armor and reduces armor check penalties by the same amount. At 9th level, 13th level, and 17th level this bonus increases by +1, but it can never be greater than the base armor bonus from the armor (not including enhancement bonus), in addition the maximum Dexterity modifier of any armor he wears is considered to be +1 higher for every +2 from this ability. So a Lv 17 heroic warrior in studded leather would only gain a +3 from this ability, even though it can add +4, with no armor check penalty and a maximum Dexterity modifier of +7.
Force of Will (Ex):A heroic warrior's sheer heroic will power allows them to shrug off most effects. Starting at 7th level if a Heroic Warrior fails a save against a non-instantaneous spell or ability he re-rolls the saving throw one round later against the same DC. If a heroic warrior voluntarily failed the initial saving throw this ability does not take effect.
Improved Uncanny Dodge (Ex): A heroic warrior of 9th level or higher can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target has heroic warrior levels.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Mettle (Ex): A heroic warrior of 11th level or higher can shrug off blows more easily than normal men. If they make a successful Fort or Will save against an effect which allows a saving throw for partial or half effect they instead take no effect from the spell or ability.
Master of Tactics (Ex): A heroic warrior of 13th level or higher has mastered the various art-forms of combat unlike any other. When making a grapple check, or an opposed roll (on either side) as part of a bull rush, disarm, overrun, sunder, or trip attempt a heroic warrior gains a +2 insight bonus +2 more per size category larger the opponent is than the heroic warrior. In addition when making an opposed roll as part of a feint or being feinted a heroic warrior gains a +2 insight bonus to the roll.
Spell Resistance (Su): A heroic warrior of 15th level or higher is extremely resistant to spells gaining Spell Resistance equal to his class levels +12.
Heroic Endurance (Ex): A heroic warrior of at least 17th level is more able to shrug off dangerous blows. Beginning at 17th level they no longer automatically fail saving throws on a natural one, although if the DC is higher than their modified roll they still fail.
Fight Beyond Death (Ex): A heroic warrior does not die easily. Beginning at 19th level a heroic warrior may fight normally at negative hit points and automatically stabilizes. In addition 1/day if they would die in such a way as to leave their body intact they may continue fighting for 1 round +1 round per point of Constition modifier (minimum 1 round). While in this state they are immune to fear, and cannot be knocked unconscious by subdual damage. If the cause of death is hit point or Constitution damage and it is healed to survivable levels (-9 hp or 1 Con) before the end of this ability they do not die, otherwise they fall dead at the end of the duration.
Epic Heroic Warrior
{table=head]Level|Special
21st|Master of Armor +5, Master of Arms
22nd|Bonus Feat
23rd|Master of Arms
24th|Bonus Feat
25th|Master of Armor +6, Master of Arms
26th|Bonus Feat
27th|Master of Arms
28th|Bonus Feat
29th|Master of Armor +7, Master of Arms
30th|Bonus Feat[/table]
Master of Arms: An epic heroic warrior may also select Greater Weapon Focus and Greater Weapon Specialization through the use of Master of Arms.
Bonus Feat: An epic heroic warrior uses the same list as an epic fighter.
Not the best fighter fix on these forums, but it could be a fun one for the Determinator style character.
I love Sword and Sorcery. The heroes in those tales are swordsmen, fighters. They do not crumple at a wizard's spell, breaking apart like wet paper. Instead they pull on some super-human reserve and push forward, breaking through such magic.
Now you could argue Warblade does this; Iron Heart has the abilities (although the wording of the relevant ability, Iron Heart Surge, is odd and leaves the most important fabilities daze, stun, and mind control unsurpassable because you can't or wouldn't use it in those situations). In fact I'd make that argument. So why do this? Because me and my little brother started talking and I did it and I might as well post it.
So here's my attempt at a fighter that fulfills the determinator archetype. He doesn't surrender, doesn't yield, and will keep on fighting. To build this I borrowed liberally from the Knight, whose high level abilities were especially appropriate, and some from the barbarian's defensive abilities as I was basing it heavily on Conan who despite not having any other barbarian abilities had Uncanny Dodge. Another self imposed limitation on this was no messing with 1st level or even numbered levels. Hopefully it's fourth tier; I think it actually cannot fulfill the prerequisites for third tier as it lacks the versatility which is that tier's hallmark. In short this character is supposed to be a tough warrior which lacks the offensive powers of a barbarian (pounce, rage) but gains extreme levels of defensive ability.
So without further rambling:
The Heroic Warrior
HD type: d12.
Class Skills: Autohypnosis (Wis), Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (History) (Int), Knowledge (Local), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex), and Tumble (Dex).
Skill Points per Level: 4 + Int modifier.
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+0
+2
Bonus Feat
2nd
+2
+3
+0
+3
Bonus Feat
3rd
+3
+3
+1
+3
Uncanny Dodge, Master of Arms
4th
+4
+4
+1
+4
Bonus Feat
5th
+5
+4
+1
+4
Master of Armor +1, Master of Arms
6th
+6/+1
+5
+2
+5
Bonus Feat
7th
+7/+2
+5
+2
+5
Force of Will, Master of Arms
8th
+8/+3
+6
+2
+6
Bonus Feat
9th
+9/+4
+6
+3
+6
Improved Uncanny Dodge, Master of Armor +2, Master of Arms
10th
+10/+5
+7
+3
+7
Bonus Feat
11th
+11/+6/+1
+7
+3
+7
Mettle, Master of Arms
12th
+12/+7/+2
+8
+4
+8
Bonus Feat
13th
+13/+8/+3
+8
+4
+8
Master of Tactics, Master of Armor +3
14th
+14/+9/+4
+9
+4
+9
Bonus Feat
15th
+15/+10/+5
+9
+5
+9
Spell Resistance, Master of Arms
16th
+16/+11/+6/+1
+10
+5
+10
Bonus Feat
17th
+17/+12/+7/+2
+10
+5
+10
Heroic Endurance, Master of Armor +4, Master of Arms
18th
+18/+13/+8/+3
+11
+6
+11
Bonus Feat
19th
+19/+14/+9/+4
+11
+6
+11
Fight Beyond Death, Master of Arms
20th
+20/+15/+10/+5
+12
+6
+12
Bonus Feat
Class Features:
Weapon and Armor Proficiencies: All armors and shields (including tower shields) as well as all simple and martial weapons.
Bonus Feat: At 1st level, 2nd level, and every 2 levels thereafter a heroic warrior gets a bonus feat from the fighter bonus feat list. They may also select fighter alternate class features which would normally be taken in place of a feat, but must have a class level of at least the level where a fighter may take that class feature.
Uncanny Dodge (Ex): At 3rd level a Heroic Warrior's battle instincts have evolved to such a point that he can react to danger before his senses would normally allow. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized.
If a heroic warrior already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.
Master of Arms: Beginning at 3rd level a Heroic Warrior counts as a fighter of his class level for the purposes of feat prerequisites. In addition he gains Exotic Weapon Proficiency, Weapon Focus, or Weapon Specialization as a bonus feat with any one weapon he meets the prerequisites for.
At 5th level and every odd numbered level thereafter he gains another Exotic Weapon Proficiency, Weapon Focus, or Weapon Specialization as a bonus feat.
Master of Armor: A herioc warrior knows how to place their armor between them and an attack, using his movement and the armors to avoid blows. At 5th level a Heroic Warrior gains a +1 dodge bonus to AC when wearing armor and reduces armor check penalties by the same amount. At 9th level, 13th level, and 17th level this bonus increases by +1, but it can never be greater than the base armor bonus from the armor (not including enhancement bonus), in addition the maximum Dexterity modifier of any armor he wears is considered to be +1 higher for every +2 from this ability. So a Lv 17 heroic warrior in studded leather would only gain a +3 from this ability, even though it can add +4, with no armor check penalty and a maximum Dexterity modifier of +7.
Force of Will (Ex):A heroic warrior's sheer heroic will power allows them to shrug off most effects. Starting at 7th level if a Heroic Warrior fails a save against a non-instantaneous spell or ability he re-rolls the saving throw one round later against the same DC. If a heroic warrior voluntarily failed the initial saving throw this ability does not take effect.
Improved Uncanny Dodge (Ex): A heroic warrior of 9th level or higher can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target has heroic warrior levels.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Mettle (Ex): A heroic warrior of 11th level or higher can shrug off blows more easily than normal men. If they make a successful Fort or Will save against an effect which allows a saving throw for partial or half effect they instead take no effect from the spell or ability.
Master of Tactics (Ex): A heroic warrior of 13th level or higher has mastered the various art-forms of combat unlike any other. When making a grapple check, or an opposed roll (on either side) as part of a bull rush, disarm, overrun, sunder, or trip attempt a heroic warrior gains a +2 insight bonus +2 more per size category larger the opponent is than the heroic warrior. In addition when making an opposed roll as part of a feint or being feinted a heroic warrior gains a +2 insight bonus to the roll.
Spell Resistance (Su): A heroic warrior of 15th level or higher is extremely resistant to spells gaining Spell Resistance equal to his class levels +12.
Heroic Endurance (Ex): A heroic warrior of at least 17th level is more able to shrug off dangerous blows. Beginning at 17th level they no longer automatically fail saving throws on a natural one, although if the DC is higher than their modified roll they still fail.
Fight Beyond Death (Ex): A heroic warrior does not die easily. Beginning at 19th level a heroic warrior may fight normally at negative hit points and automatically stabilizes. In addition 1/day if they would die in such a way as to leave their body intact they may continue fighting for 1 round +1 round per point of Constition modifier (minimum 1 round). While in this state they are immune to fear, and cannot be knocked unconscious by subdual damage. If the cause of death is hit point or Constitution damage and it is healed to survivable levels (-9 hp or 1 Con) before the end of this ability they do not die, otherwise they fall dead at the end of the duration.
Epic Heroic Warrior
{table=head]Level|Special
21st|Master of Armor +5, Master of Arms
22nd|Bonus Feat
23rd|Master of Arms
24th|Bonus Feat
25th|Master of Armor +6, Master of Arms
26th|Bonus Feat
27th|Master of Arms
28th|Bonus Feat
29th|Master of Armor +7, Master of Arms
30th|Bonus Feat[/table]
Master of Arms: An epic heroic warrior may also select Greater Weapon Focus and Greater Weapon Specialization through the use of Master of Arms.
Bonus Feat: An epic heroic warrior uses the same list as an epic fighter.
Not the best fighter fix on these forums, but it could be a fun one for the Determinator style character.