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View Full Version : [PF] Fighter Revision [PEACH] (We Can Never Have Enough of Those!)



Lemmy
2012-05-01, 02:34 PM
Hello, Playground, how you doing?

I recently started homebrewing, but decided to start with something simple. A Fighter revision for Pathfinder. It's the simplest class to modify, as it sadly doesn't have many class features besides bonus feats. Also, while there are a variety of 3.5 fighter remix, I don't remember seeing many for Pathfinder.
My goal here was to increase the Fighter's options both in and outside of combat, increase his defenses against magic, reduce his item dependency (even if just a little) and allow the creation of more unique (and viable) builds.

Now, I post it here to be judged by the Playground's wisdom. I added some notes about the stuff I added/changed.
Note that this Fighter probably overshadows most Tier 4 classes. That's intended, as I think pretty much every Tier 4 class could get some buffs.

When creating this homebrew, I tried to approach the issues listed in this thread (http://www.giantitp.com/forums/showthread.php?t=149854), I highly recomend reading at least its 1st post to anyone interested in creating/using Fighter (or any other tier 4 class, really) homebrews.


Lemmy's Revised Fighter for Pathfinder


http://i1055.photobucket.com/albums/s509/JoranRlz/Fighter39.jpg

Alignment: Any
Hit Die: d10
Class Skills: The fighter's class skills and their key ability scores are Appraise (Int), Climb (Str), Craft (Int), Handle Animals (Cha), Heal (Wis) Intimidate (Cha), Knowledge(Dungeoneering) (Int),
Knowledge(Engineering) (Int), Knowledge(Geography) (Int), Knowledge(Nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis) and Swim (Str), plus one other skill of his choice.
Skill Ranks per level: 4 + Int modifier.

More skill ranks and a better selection of class skills are the most obvius changes to any fighter revision. I added the "plus one other skill of his choice" so the fighter becomes more versatile and its builds more unique, representing the many different trainings and specializations they can have.

Weapon and Armor Proficiency: A Fighter is proficient with all simple and martial weapon and with all armor and shields (including tower shields). Furthermore, he either gains proficiency with an exotic weapon of his choice or gains Improved Unarmed Strike as a bonus feat.

The fighter is a master of weapons. An exotic weapon of his choosing is a good way to represent this and allows the player to wield cool weapons that are not worth taking EWP. Improved Unarmed Strike allows the player to make a fist-fighter without spending a feat.



LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1+1+2+2+2
Stuff
2+2+3+2+3
Stuff
3+3+3+2+3
Stuff
4+4+4+2+4
Stuff
5+5+4+2+4
Stuff
6+6/+1+5+2+5
Stuff
7+7/+2+5+2+5
Stuff
8+8/+3+6+2+6
Stuff
9+9/+4+6+2+6
Stuff
10+10/+5+7+2+7
Stuff
11+11/+6/+1+7+2+7
Stuff
12+12/+7/+2+8+2+8
Stuff
13+13/+8/+3+8+2+8
Stuff
14+14/+9/+4+9+2+9
Stuff
15+15/+10/+5+9+2+9
Stuff
16+16/+11/+6/+1+10+2+10
Stuff
17+17/+12/+7/+2+10+10+5
Stuff
18+18/+13/+8/+3+11+11+6
Stuff
19+19/+14/+9/+4+11+11+6
Stuff
20+20/+15/+10/+5+12+12+6
Capstone


*WiP - Going to remake this homebrew and finish this table later*

Fighters need good Reflex saves. Barbarians have a gazillion hit points, DR and a few supernatural abilities, they just take it. Paladins are blessed and protected by their gods. Fighters can only count on their own skills. How come they have poor Reflex saves? A warrior who is not quick on his feet would probably die in his first real combat.

Bonus Feat: At 1st level, and at every even level thereafter, a Fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats (sometimes also called “Fighter bonus feats") or Teamwork Feats.
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a Fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A Fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Same as always, except now the Fighter can pick Teamwork feats as his bonus feats. So a Fighter who wants to be a leader or tactical expert can do it better.

Braveheart (Ex): Starting at 1st level, a Fighter gains a +1 bonus on Will saves made to resist all fear, possession and mind-control effects. This bonus increases by +1 at 6th level and every 3 fighter levels thereafter.

The Fighter's bad Will save progression is a classic weakness of the class, and IMHO, should not be removed. But that doesn't mean a fighter should be unable to resist most spells. Bravery was a step in the right direction, but it was too situational to be actually useful. I expanded its usefulness increasing its bonus and making it help against mind-control. Now, the next time you kill your allies, it'll be your choice!

Armor Training (Ex): Starting at 2nd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor or wielding a shield, he reduces the armor check penalty by 1 and increases the armor maximum Dexterity bonus allowed by his armor by 1. These bonus increases by +1, at 4th level and every even numbered level thereafter. Fighters with this ability can sleep in armor without penalty, as if they had the Endurance feat and add their shield bonus to touch AC as well.
Obviously, armor check penalty cannot go lower than 0.

Mostly the same as before, but the fighter gets it earlier. It also lets the fighter add his shield bonus to touch AC (which s something that should be the standard rule, actually) and sleep in armor (hey, if he so comfortable in armor as to reduce its penalty so much, why can't a fighter sleep in it?)

Solo Tactics (Ex): At 2nd level, all of the Fighter's allies are treated as if they possessed the same teamwork feats as the fighter for the purpose of determining if the Fighter receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the fighter to receive the listed bonus.

Stolen directly from the Inquisitor. This class feature is a much better fit for the Fighter than the Inquisitor. The only reason I see for this not to be a fighter class feature is that there were no Teamwork feats in Core. Honestly, I don't think it'll hurt any Inquisitor's feelings that this is not exclusively theirs anymore. They get a whole bunch of unique cool stuff.

Practice Overcomes Talent (Ex): Starting at 3rd level, the Fighter compensates his lack of academic training with hours and hours of practice. For the purpose of fulfilling requirements for Combat and Teamwork feats and entering Prestige classes with no spell casting progression, he may use his Constitution score instead of his Intelligence and Wisdom scores. If the feat or prestige classes requires both minimum Intelligence and Wisdom scores, the Fighter can substitute both, but in this case, his Constitution score is considered to be 3 points lower.

Maybe the Fighter is not the brightest guy around, but when it comes to fighting, his stamina and endurance allow him to learn better than anyone else! Note that this applies only to Combat and Teamwork feats. Taking Combat Expertise is not that much of a pain anymore (If you only want it for the Improved/Greater Maneuver feats, check out the "Maneuver Mastery" Fighting Prowess).

Fighting Prowess (Ex): At 3rd level and every odd numbered level thereafter, a fighter gains a Fighting Prowess of his choice. It must be chosen from the Fighter's Fighting Prowess list. At first, a Fighter can only learn basic Fighting Prowess', but he eventually becomes able to learn more powerful ones.

There are 4 types of fighting prowess: basic, advanced, greater and legendary. Every even numbered level, the Fighter can choose to substitute one of his known Fighting Prowess' for a new one of the same type.

Unless otherwise noted, no Fighting Prowess may be selected more than once.

Basic Fighting Prowess' can be picked by any fighter.
Advanced Fighting Prowess' can only be selected by fighters at 9th level or higher,.
Greater Fighting Prowess can be chosen by fighters at 15th level or higher.
Legendary Fighting Prowess may only be selected by fighters at 20th level or higher.

Instead of learning a Fighting Prowess of his highest level, he may instead select two other fighting prowess' of a lower level. (e.g.: a 15th level fighter may select 2 Basic or Advanced fighting prowess' instead of a Greater one.)

This is what this revision boils down to. I wanted to give the fighter a toy of his own, and it had to be awesome and highly customizable, just like the fighter. So I created Fighting Prowess'. This way, every fighter can choose his own class features.

Man-at-Arms (Ex): Starting at 4th level, a Fighter is so well trained in combat and warfare that his discipline and devotion actually affect his weapons, armor and shields. The effects are cumulative and dependent on how many levels a character has in the fighter class.
- At 4th level whenever a fighter is donning armor or wielding a weapon or shield, these items and any projectiles they shoot, are considered magic for the purpose of bypassing DR and affecting creatures that are only affected by magic. Additionally, the Fighter can wield a fragile weapon without the risk of breaking it on a natural 1.
- At 10th level all weapons the Fighter wields can fully affect incorporeal creatures (as if they had the Ghost Touch enhancement).
- At 16th level, they are also treated as aligned weapons. The weapon's alignment may not be opposed to the fighter's own alignment (e.g.: a Lawful Good fighter cannot make his weapon Evil or Chaotic), but it may be modified as a swift action.
Weapons and shields that are already aligned, such as a sword with the Holy enhancement, cannot be modified to have an opposed alignment by this ability (e.g.: A Fighter cannot use this ability to make an Axiomatic weapon chaotic, but he can make it be Axiomatic and either good or evil-aligned.)

This helps to reduce the golf club syndrome. No need to buy a dozen different weapons just so you can do your job. A 20th level Fighter shouldn't need a magic sword to defeat a CR3 ghost.
Note that the Fighter's equipment does not actually become magical, it's just that the Fighter is so good at fighting that he can even use mundane equipment to harm supernatural beings. Who cares if that wraith is incorporeal? If the Fighter attacks it, the Fighter hurts it!

I'm considering changing this class feature's name. Suggestions?

Weapon Training (Ex): Starting at 4th level, a Fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (8th, 12th, and 16th), a Fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 8th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 4th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A Fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Also unchanged, but the Fighter gets it 1 level earlier. Also, I didn't add the actual weapon groups to save space, but they can all be found in the Fighter entries in the Core Rulebook and in the Pathfinder SRD.
I'm considering making the same bonus apply to all selected weapon groups. Easier to keep track of, and increases the Fighter's raw power a bit.

Promptitude (Ex): Starting at 6th level, the fighter may draw or sheath any weapon that belongs to a weapon group selected for his Weapon Training class feature as a free action.

A great warrior must be able to quickly react to danger. With some luck, Fighters can act before their enemies turn them into squirrels.

Weapon Aptitude (Ex) Starting at 6th level, the Fighter has the flexibility to adjust his weapon training. Each morning, he can spend 1 hour in weapon practice to change the designated weapon for any feat he has that applies only to a single weapon (such as Weapon Focus). He must have the newly designated weapon available during his practice session to make this change. For example, if he wishes to change the designated weapon for his Weapon Focus feat from greatsword to longsword, he must have a longsword available to practice with during your practice session.

He can adjust any number of your feats in this way, and does not have to adjust them all in the same way. However, he can't change the weapon choices in such a way that you no longer meet the prerequisite for some other feat he possesses. For instance, if he has both Weapon Focus (longsword) and Weapon Specialization (longsword), you can't change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way

Thanks to Kane0 for the great suggestion of adding Weapon Aptitude. This is a very useful (and flavorful) ability for any fighter. I thought about making it come into play sooner, but 6th level is good to avoid dippers and still be useful for a long time, and is another step to reduce the golf club syndrome.

Strategist (Ex): Starting at 10th level, a Fighter becomes extremely good at understanding the subtleties of war. He can now thoroughly analyze the battlefield, his allies and opponents, and figure out the most effective strategy. As a move action, the Fighter may grant himself a +2 insight bonus to attack and damage rolls, as well as a +2 dodge bonus to AC. Alternatively, the fighter may grant to all his allies, himself included, a +1 insight bonus to attack and damage rolls and a +1 dodge bonus to AC. These bonuses last for 3 rounds, but the fighter can use a swift action to extend the duration for 1 round. These bonuses (but not their duration) are doubled at 16th level.

This was mostly added as to give Fighters something to do with their swift actions and give them more options other than full attacking every round.

Pounce (Ex): Starting at 11th level, a Fighter can make a full attack after a charge.

If Wizards get to move 30ft and still make reality cry (twice!), then Fighters get to run in a straight line and hit things with his pointy stick. Also, Barbarians get Pounce at 10th level, Summoners can take it at 1st level. Fighters should be at least as mobile as them on the battlefield.

Awe-Inspiring Strike (Ex): Starting at 14th level, whenever confirms a critical hit, all opponents who can see him must succeed on Fortitude Save (DC = 10 + 1/2 fighter level + the Fighter's Strength* modifier) or be Shaken for 1d4 round. The target of the critical hit is not allowed a saving throw.
*If the Fighter uses Dexterity on his attack roll (such as when using the Weapon Finesse feat), he also substitutes his Strength with Dexterity when calculating this DC.

Because a 14th-level Fighter's combat abilities should truly be something to behold and stand in awe. Who wouldn't be terrified when they see the enemy warrior decapitates a dragon with a single strike?

Armor Mastery (Ex): At 18th level, a Fighter gains DR 5/- whenever he is wearing any armor or wielding a shield. A Fighter with this ability can use any armor without any difficulty at all, completely ignoring skill check and movement penalties caused by armor, as well as maximum Dexterity bonus limitations.

Mostly the same, just expanded it to be the capstone of the Armor Training class feature.

Weapon Mastery (Ex): At 19th level, a Fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

Same as before, but now you get it one level earlier!

Warbound (Ex): At 20th level, a Fighter is so experienced at war that it becomes triviality at best and a nuisance at worst. He becomes immune to fear, possession and mind-control effects and is now able to use his Strategist ability as a swift action. Additionally He can make a Full Attack as a standard action. He can also use the Whirlwind Attack feat as a standard action.

Honestly, this is the least one should expect from a 20th level Fighter. Such character should be able to defeat dragons, demons and lesser gods. At this point, he is an utter badass, the ultimate martial combatant! Nothing should be capable of intimidating him or taking control of his battle-forged mind, and a few steps shouldn't stop him from crushing the skull of whoever is foolish enough to face him!

Legendary Fighting Prowess: At 20th level, the Fighter gains one Legendary Fighting Prowess of his choice.

I can't believe I forgot to add something to actually give Fighter their a Legendary Fighting Prowess at 20th level. :smalleek:. Thanks to Morph Bark for pointing it out for me! :smallsmile:

Lemmy
2012-05-01, 02:37 PM
FIGHTING PROWESS'

This is the biggest and probably most important change in this homebrew. I tried to make sure there were great options for every fighter build. Some expand the fighter out-of-combat usefulness, other help him when facing casters and many improve his fighting abilities. He is the fighter, after all. I also added a feat that allows the player to pick an extra basic Fighting Prowess. This allows more customization and helps other martial classes (such as rangers and barbarians) without giving them access to the fighter best toys.

Thanks to Kane0 and Wyvernlord for their suggestions.

Unless otherwise noted, all Fighting Prowess can be picked only once.

BASIC FIGHTING PROWESS'
These fighting prowess can be learned by any fighter and by anyone who takes the Fighting Prodigy feat.

Agility (Ex): he fighter concentrates on his mobility, focusing more on his quick movements than on shielding his mind. As a swift action, he changes his Braveheart class feature, so its bonus applies to saving throws made to resist effects that cause him to become paralyzed, slowed or entangled instead of possession and mind-control effects. This last for as long as the fighter wants. He can change it back to the usual effect as a swift action.

Armor Adjustments (Ex): As a full round action that provokes attacks of opportunity, the Fighter can make quick adjustments to any armor he or an willing adjacent creature is wearing. He reduces the armor's skill check penalties by +1 for every 5 Fighter levels, to a maximum of +4 at 20th level). It also increases its maximum Dexterity bonus by +1 for every 8 fighter levels (to a maximum of +2 at 16th level). This effect lasts for 1 round per two fighter levels (to a maximum of 10 rounds at 20th level) or until the target removes the adjusted armor, whichever comes first.

Armor Piercer (Ex): As a full-round action, a Fighter with this Fighting Prowess may make a single attack at his highest BAB against an enemy. This attack targets the enemy's touch AC.

Art of War (Ex): Whenever the Fighter makes a Knowledge skill check to identify a creature's weaknesses or vulnerabilities, he adds a +1 bonus for every 3 Fighter levels as a bonus to this skill check.

Brawn Over Brain (Ex): Choose one Dexterity or Charisma based skill. You may use your Strength modifier instead of your Charisma modifier in all skills rolls involving that particular skill. This fighting prowess can be selected multiple times. Each time it's selected, it must be applied to a different skill.

Bullseye (Ex): The Fighter may add his Intelligence modifier to damage rolls made with ranged weapons. This extra damage is considered precision damage. If the Fighter is using a bow or other weapon that allows him to add his Strength modifier to damage rolls, he must choose between adding his Strength modifier or his Intelligence modifier.

Cat Leap (Ex): The fighter always falls on his feet and reduces all damage caused from falling long distances by 1d6 for every HD he has. Unlike feather fall, this does not slow down his falling speed. At 10th level, the fighter is always considered to have a running start when making jump checks.

Cleaving Expertise (Ex): If he has the Cleave feat, a Fighter with this ability can use it as part of a full attack. He may choose which attack he uses to Cleave to another enemy, however, once he uses Cleave, he can't make any additional attacks.
(e.g.: a 11th-level Fighter that chooses to use cleave with his second attack, would not be allowed to make a 3rd attack, even though he has the BAB for that)

Come Hell or High Water (Ex): The Fighter becomes resistant to extreme heat and cold. He is protected from weather conditions as if he were under constant effect of the Endure Elements spell.

Cunning Sidestep (Ex): The Fighter does not provoke attacks of opportunity when charging.

Defensive Dueling(Ex): As long as the Fighter has a free hand, he can add one and a half time his Dexterity bonus to AC and CMD. This increase is still limited by his armor max Dexterity modifier to AC.
e.g.: A Fighter with 18 Dex (+4) that chooses this Fighting Prowess and fights with one weapon adds a +6 bonus to AC instead of +4.

Dirty Fighting (Ex): Every time the Fighter hits the target twice in the same round or confirms a critical, he may immediately use the Dirty Trick maneuver as a swift action. This still provokes and attack of opportunity unless the fighter has the Improved Dirty Trick feat.

Duck Hunter (Ex): Once per round, when the Fighter hits a flying opponent, his target must make a successful Fly check (DC = 10 + Fighter's BAB) or fall 20ft.

Endless Stamina (Ex): The Fighter gains Endurance and Die Hard as bonus feats. He also applies his Braveheart bonus on saves made to avoid spells and effects that would cause him to be Fatigued or Exhausted.

Engage (Ex): A Fighter with this Fighting Prowess can use a swift action to make one enemy the Fighter is currently threatening to suffer -1 penalty to attack and damage made against anyone other than the Fighter. This penalty increases by -1 at 5th level and every 5 fighter levels thereafter, to a maximum of -5 at 20th level.

Equip Shield (Ex): At any point during the round, you may use an immediate action to equip your shield. You immediately get all the usual benefits of having your shield equipped.
Special: This consumes a move action from your next turn

Extensive Military Training (Ex): The fighter may select any skill from his class skills list that is not already affected by his Military Training class feature. He gains a bonus equal to half his fighter levels in all rolls involving this skill.

Fall Down (Ex): Whenever the fighter makes an Reflex save to avoid an effect that deals area damage, he may choose to automatically succeed on his saving throw, but if he does, he falls prone to the ground.

Fake Surrender (Ex): As a free action, the fighter drops one weapon he's wielding, making his opponent drop his guard. The fighter then makes a Feint check as a free action, with a bonus equal to half his BAB.

Fame (Ex): When the fighter starts a performance combat (Ultimate Combat - 153), he always starts at least 1 victory point. If he already has victory points, he gains 1 extra victory point. At 10th level he starts with 2 victory points, if he already has victory points, he gains 2 extra victory points.

Graceful Strike (Ex): Choose one type of melee weapon that can be affected by Weapon Finesse. You can add your Dexterity modifier to damage rolls instead of your Strength modifier. This damage is not increased by any condition or effect that would allow you to increase your Strength bonus to damage (such as wielding a weapon two-handed). You can use this ability in conjunction with Two-Weapon Fighting, but its effects do not apply to off-hand attacks.

Greater Combat Expertise (Ex): The Fighter's 1st attack in the round suffers no penalties from Combat Expertise. The penalty for any other attack made during the round is reduced by 1.

Hawkeye (Ex): All range increments for any ranged weapon the fighter uses increases by 5 feet for every 2 fighter levels.

Heroic Dive (Ex): Whenever an ally who is no further than 10ft away from the fighter is targeted by an effect that allows a Reflex saving throw, the fighter can, as an immediate action, move up to 10ft on his ally direction and make a Reflex saving throw (using the same DC of the effect) to push his ally away from danger. If the fighter is successful, his ally also pass the save, but if he fails, then his ally is considered to have been successful on her save, but the fighter suffers the full effect.

Iron Grip (Ex): As long as you are wielding a shield (but not a buckler), you can add half your Strength modifier (rounded down) to your shield bonus to AC, to a maximum of +3 if you are wielding a light shield, +4 if you are wielding a heavy shield and +6 if you are wielding a tower shield.

King of The Iron Fist (Su): A Fighter with this Fighting Prowess uses the same damage die for unarmed Strike as a Monk of his level.

Maneuver Mastery (Ex): The Fighter chooses one combat maneuver. He gains the Improved (Combat Maneuver) feat as a bonus feat. If his BAB is equal or greater than +8, he also gains the Greater version of the feat.
e.g.: A 3rd level fighter chooses this Fighting Prowess and selects Trip as his chosen Combat Maneuver. He gains Improved Trip feat. At 8th level, when his BAB reaches +8, he gains Greater Trip feat. This fighting prowess can be taken multiple times, each time it's taken, it applies to a different combat maneuver.

Peace Maker (Ex): The Fighter can deal non-lethal damage with any weapon without suffering any penalty to his attack rolls.

Phalanx Fighting (Ex): The Fighter he can wield any polearm or spear of his size as a one-handed weapon.

Poison User (Ex): The Fighter learns how to poison his weapons without the risk of poisoning himself. He also gets a +2 bonus to all skill checks made to identify, extract or fabricate poison.

Poison Mastery (Ex): The Fighter can poison his weapon with a swift action, and this poison lasts for 2 strikes instead of just one.

Positioning (Ex): Once per turn, when the Fighter hits an opponent, he can make a 5 ft. step as a free action. This movement does not count against the fighter's movement for the turn and does not provoke attack of opportunity.

Prodigy Learner (Ex): Whenever the Fighter wields an weapon he's not proficient with, he can only suffer a -2 penalty instead of the normal -4. If the weapon belongs to an weapon group the fighter has selected for his Weapon Training class feature, he instead suffers only a -1. This ability also applies to improvised weapons.

Prone Fighting (Ex): A Fighter with this Fighting Prowess reduces the penalties for fighting while prone by 2.

Rune Craft (Su): The Fighter learns to craft runes on his equipment. If the fighter has access to a scroll with a cantrip or 1st-level spell of the sorcerer/wizard list, he can make a Spellcraft check (DC 15). If he is successful, the fighter imbues an specific weapon, armor or shield with a rune containing the spell, otherwise, the scroll is wasted. The spell can thereafter be used as a supernatural ability once per day (cantrips can be used at will) by anyone wielding the weapon or shield, or donning the armor, as long as they are proficient with it.
Activating the rune uses the same kind of action and takes the same time as casting the spell used to craft the rune. The caster level of the spell is equal to half the Fighter's HD.
The crafting time for the rune is 6 hours. No weapon, armor or shield can have more than 1 rune created by this ability at the same time. Spells with a material component that costs more than 1gp cannot be turned into runes through this ability.

Second Wind (Ex): A number of times per day equal to his Constitution modifier, the Fighter can use a swift action recover a number of hit points equal to his BAB + Con Modifier.

Shield Slash (Ex): The Fighter can deal slashing damage when attacking with his shield. He also becomes able to thrown light and heavy shields (but not tower shields) as is they were throwing shields.

Skill Focus (Ex): The Fighter gains skill focus as a bonus feat.

Spark of Life (Ex): The Fighter becomes able to focus his mind and protect his body from death effects. As a swift action, he changes his Braveheart class feature, so that its bonus applies to saving throws made against energy drain and death effects instead of possession and mind-control effects. This last for as long as the fighter wants. He can change it back to its normal effect as a swift action.

Stabbing Arrow (Ex): The Fighter can use arrows as light weapon to make melee attack. He is considered to be proficient with them for all effects and purposes. When used in this manner, arrows use the same statistics of a dagger. A Fighter with this Fighting Prowess can draw arrows to wield as melee weapons as if he had the Quickdraw Feat.

Steadfast Mount (Ex): The Fighter's mount gains the benefit of the Fighter's Braveheart and Armor Training class features as long as they stay within 10ft from each other.

Twist The Blade (Ex): The Fighter adds his Intelligence in addition to his Strength to all damage rolls. This damage is considered precision damage, and requires great accuracy. This ability has no effect against creatures immune to critical hits or precision damage, and can not be used in conjunction with Power Attack, Piranha Strike, Deadly Aim or similar feats.

Unstoppable (Ex): The Fighter gains Climb and Swim speeds equal to half his normal speed. At 14th level, his climb and swim speeds increases to equal his normal speed.

Uncanny Accuracy (Ex): When you miss due to concealment when making a ranged attack, you can reroll your miss chance one time to see if you actually hit.


ADVANCED FIGHTING PROWESS'
These fighting prowess' can only be learned by a 9th-level fighter or higher.

Adrenaline Surge (Ex): As a free action, the fighter can spend most of his energy reserves. He increases his movement speed by 10ft and is able to make an extra attack per turn for the duration of this effect. However, when the effect ceases, the fighter is fatigued for the same number of rounds that he used this ability.
The fighter can use this ability for a number of rounds per day equal to his Con modifier + half his total Hit Dice.

Blaze of Glory (Ex): Even at his final moment, a real fighter is still a threat to his enemies. The fighter can still act normally when he's reduced to negative hit points, only falling unconscious when he reaches a number of negative hit points equal to his Constitution modifier. When in this state (between 0 and - Con modifier HP), he gets a +2 bonus to AC and attack rolls, but he loses 1 HP per round. Furthermore, if an an opponent reduces the fighter to less than 0 hit points, he provokes an attack of opportunity from the fighter, which is resolved after the opponents attack. The Fighter makes this last strike with a +6 bonus to both attack and damage rolls, and a 1 is not considered an automatic miss for this attack, if he hits, the enemy becomes shaken, or frightened if it was already shaken for any reason. After this attack, the fighter falls unconscious or dies as normal.

Block The Path (Ex): Whenever you hit an enemy who passes through your threatened area with an attack of opportunity, the enemy must succeed on a Reflex Save (DC = 10 + 1/2 Fighter level + Fighter's Str modifier) (or Dex modifier, if he the Fighter if the attack was made with Weapon Finesse) or end his move action in the square it were when he was attacked by the fighter.

Bouncing Weapon (Ex): When the Fighter makes a ranged attack with Thrown weapons and misses, he can choose to make the weapon make a second attack roll against a target no more than 20ft away from the original target. The Fighter can make any number of attacks up to his Strength modifier, however each consecutive attack suffer a cumulative -5 to hit and no enemy can be targeted more than once per throw. Alternatively, he can make his weapon bounce off its 1st target and land on any square no further than 20ft away from it.

Bring Them Down (Ex): When prone, the Fighter can trip enemies in his threatened area without suffering any penalty due to being prone. If he has the Improved Trip feat, anytime an opponent knocks the Fighter prone, the Fighter can attempt a trip attempt against that enemy, even if he'd not be normally allowed to do so.

Brutal Thrower (Ex): You can add your Strength modifier instead of your Dexterity modifier on attack rolls made with thrown weapons.

Brace For Impact (Ex): When charged by a foe, if you are using a weapon with the special feature “brace” you may use an immediate action to set the weapon to receive the charge and make an attack against the charging foe as if you had readied to do so. You suffer a –2 penalty to attack rolls until the end of your next turn. Resolve your attack and damage before your opponent’s charge attack is resolved.
Special: This counts as an attack of opportunity in your current round (you must have an attack of opportunity available in order to use Brace For Impact), and it consumes a move action from your next turn.

Combat Instructor (Ex): As a full round action that does not provoke attacks of opportunity, the fighter can give out a few pointers about combat to all allies who can hear and see him. The allies gets the Man-at-Arms class feature for a number of rounds equal half the fighter's BAB, to a maximum of 10 rounds at BAB +20. Their effective fighter level for this ability is equal to the fighter's level -5.

Deflect Spells (Ex): Once per round, when the Fighter or an ally adjacent to him is targeted by a spell or spell-like ability that requires a ranged touch attack (such as the Scorching Ray spell), the Fighter can spend an attack of opportunity (he must have an attack of opportunity remaining for the round in order to use this ability) as an immediate action to deflect the attack. The fighter makes an attack roll with any weapon or shield hes wielding. If the Fighter's attack surpasses the enemy's ranged touch attack by 5 or more, the Fighter successfully deflects the incoming attack and the spell or spell-like ability is wasted.

Draw Enemy Fire (Ex): Any enemy damaged by one of the fighter's attacks suffer a -2 penalty to damage rolls made against any one other than the fighter. This penalty increases to -4 at 12th level and to -6 at 18th level. This effect lasts for 1 minute per fighter level.

Faster Than The Eye (Ex): The fighter adds a bonus equal to his Dexterity modifier to all Bluff checks made to use the Feint combat maneuver.

Friendly Fire (Ex): When the fighter uses Power Attack and lands the hit, he can immediately use a swift action to make a Bull Rush check against his target. If he's successful, he throws his target over another opponent no more than 10ft away from it. Both his target and the opponent he was thrown over take damage equal to 1d6 + The Fighter's Strength modifier +1d6 for each size category larger than medium of the bigger of both of them)

Guardian Angel (Ex): The fighter selects one ally who is no further than 20ft from him. Whenever an opponent tries to attack the chosen ally, the fighter can spend one attack of opportunity to make a ranged attack against the attacking opponent. This causes a -2 penalty to the fighter's AC for 1 round.

Hold The Line (Ex): Whenever a creature who is charging enters a square threatened by the fighter, it provokes an attack of opportunity from him.
Normal: Creatures only cause attacks of opportunity when leaving a threatened square.

I'll Be Back: The fighter can use a swift action to try and intimidate an opponent that is up to 10ft away from him. If he succeeds, the fighter does not provoke attacks of opportunity from that opponent when leaving its threatened area until the end of the fighter's next turn.

Inspire Troops (Ex): As a move action, the fighter grants the benefits of his Braveheart class feature to one ally of his choice. This effect lasts for 3 rounds, after which, the fighter can use a swift action to extend its duration for 1 round. This effect ends if the fighter goes further than 20ft away from the targeted ally.

Juggernaut: The Fighter can move even while being grappled. When he does, he moves whoever is grappling him along with him. This movement however, does not cause the creature grappling him to provoke attacks of opportunity. He also adds his Braveheart bonus against trip and bull rush attempts.

King of The Hill (Ex): The Fighter's can make attacks of opportunity as if his reach were 5ft longer.

Knock-Out Punch: The Fighter gains Stunning Fist as a bonus feat. He can use this feat as if he had as many Monk levels as he has Fighter levels.

Long Step (Ex): When making a 5-foot step, the Fighter can actually move up to 10ft.

Mano-a-Mano (Ex): When the Fighter deals or suffers damage from an enemy, he may, as an immediate free action grant himself a +5 competennce bonus to attack and damage rolls made against said enemy, however, the enemy gains an equal competence bonus to its own attack and damage rolls made against the fighter.

Mindless Assault (Ex): The Fighter enter a trance where all his undivided attention is focused on hurting his enemies. He gains a bonus to damage rolls at the cost of a penalty to his Will saves. He can get any bonus to damage roll for an equal penalty to his Will saves, up to a +5 bonus to damage rolls for a -5 penalty to will saves.
He can never reduce his Will save to less than 1 through the use of this ability, nor can he use this ability and Mind Shield at the same time. This effect lasts until the start of the Fighter's next turn.

Mind Shield (Ex): The fighter focuses d on defending his mind, but this comes at the cost of being slightly distracted from defending himself from physical attacks. He gains a bonus to Will saves against at the cost of a penalty to AC and attack rolls. He can get any bonus to Will saves for an equal penalty to attack rolls and AC, up to a +5 bonus for a -5 penalty. He cannot use this ability and Mindless Assault at the same time. This effect lasts until the start of the Fighter's next turn.

Quality Over Quantity (Ex): On a full attack, the fighter can forego his last attack and add its BAB to another one of his attacks. This ability cannot make an attack's BAB go higher than the fighter's total character level.
e.g.: A 20th level fighter could attack with BAB +20/+15/+15 or +20/+20/+10 instead of +20/+15/+10/+5, but he wouldn't be able to attack with +25/+15/+10, as +25 exceeds his character level.

Pesticide (Ex): The Fighter becomes more skilled at fighting against multiple diminutive enemies. He becomes able to successfully use melee weapons to damage swarms , although dealing only half-damage.

Push Them Back (Ex): Once per round, when the Fighter hits an enemy with an attack that uses his full BAB, he can forgo all remaining attacks to push his target up to 10ft away from him. If the Fighter confirms a critical, he can push the target 15ft. This movement provokes attacks of opportunity as normal, except not from the Fighter. The target must end in a square he could possibly fit (e.g.: Pushing medium creatures down a precipice or into a room is okay , pushing them through a rock or into a mouse hole is not).

Quick of Mind (Ex): Once per round, when targeted by a spell or effect that allows a Fortitude save or a Will save, you can instead make a Reflex saving throw. You may use this ability a number of times per day equal to 1/5 your fighter levels, to a maximum of 4 times at 20th level.

Secure Perimeter (Ex): The Fighter gains Blind Sense with a range of 10ft.

Slashing Net (Ex): A Fighter proficient with nets can use them to deal non-lethal damage. A net used this way has a base damage of 1d3 and deals slashing damage.

Sonic Boon (Ex): The fighter makes an attack with such speed and power that a shock wave is released from his strike. As an Standard Action, the Fighter uses a melee weapon to make a ranged touch attack against an enemy. If it hits, he deals 2d6 + Strength modifier (or 2d6 + 1,5x his Strength modifier if he's holding a melee weapon with two hands) to his target.

Spinning Lance (Ex): The fighter may attack with the piercing end of spears and polearms with reach, or with the butt end (treat as club) against adjacent enemies. Unlike a double weapon, the masterwork quality and magical special abilities apply to both ends of the lance, except those that apply only to edged weapons.

Sword Dance (Ex): When the Fighter hits and opponent with a melee attack, he may immediately move 5ft. This movement does not cause attacks of opportunity and neither does it count against the fighter's maximum movement for the round.

Thick Skin (Ex): Once per round, when targeted by a spell or effect that allows a Reflex save or a Will save, you can instead make a Fortitude saving throw. You may use the ability a number of times per day equal to 1/5 your fighter levels, to a maximum of 4 times at 20th level.

Timely Escape (Ex): A number of times per day equal to 1 + the fighter's Dexterity modifier, he can move up to his movement speed as a immediate action.

Tiring Defense (Ex): The fighter concentrates on defending himself in such a way that the enemy tires themselves trying to attack him. While the fighter is using Full Defense or Combat expertise, an enemy who fails to hit any attacks it makes against the fighter during that round is Fatigued the next round.

Titan Rider: The fighter can trip, bull rush and drag opponents of any size. Additionally, as an standard action, the Fighter can make a Climb skill check against the CMD of an opponent who is at least 2 size categories larger than him. If he succeeds, he climbs his opponents body trying to stay on its blind spot. Once he succeeds, the fighter must spend a move action every turn to cling to his opponent, but any attack the fighter makes against it automatically hits the opponent, who can use a move action every round to try and remove the fighter from itself; to do so, he must roll his CMB with a -4 penalty against the fighter CMD. The fighter must not be wielding a heavy or tower shield in order to use this ability.

Toe Stomper (Ex): As a move action, the fighter can make a combat maneuver check against a target in threatened area. If successful, the fighter stomps on the target's foot (or somehow causes similar pain to a limb used for locomotion). The target's movement speed is reduced by a distance equal to the fighter's Strength modifier x5ft. The target's speed can't be reduced this way to less than half its original movement speed.

Trick Shot (Ex): The fighter can use disarm, feint, trip and sunder with a ranged weapon against any target within 30 feet, with a –4 penalty to his CMB.

Tripper (Ex): Enemies treat all squares threatened by the fighter as difficult terrain, unless they are under effect of Freedom of Movement or another effect that makes them immune to grappling and tripping.

Warden Stance (Ex): Enemies in the fighter threatened area can't make attacks of opportunity against creatures (other than the fighter himself) who leave their threatened area. Other actions still cause attacks of opportunity as normal.


GREATER FIGHTING PROWESS'
These fighting prowess can only be learned by a 15th-level fighter or higher.

Battle Insight (Ex): As a move action, the fighter can grant himself or an ally who can hear and see him the ability to move without provoking attacks of opportunity for 1 round.

Bug Squasher (Ex): Whenever the fighter reduces an enemy to 0 or less HP in one attack, he can use a free action to move up to 5ft and make an extra attack to another opponent. This movement does not provoke attacks of opportunity and does not count against the fighter's movement for the turn. The extra attack uses the same BAB of the attack that killed the enemy.

Evasive Shooter (Ex): You do not provoke attacks of opportunity when making ranged attacks and gain a +2 dodge bonus to AC against ranged attacks.

Evasive Step (Ex): Whenever you provoke an attack of opportunity due to leaving a square threatened by an opponent, you may make an attack of opportunity against your attacker. If your attack is higher than you opponent's, then you block his attack.
Special: This counts as an attack of opportunity in your current round (you must have an attack of opportunity available in order to use Evasive Step).

Explore Weakness (Ex): Whenever the fighter hits an opponent, he can forgo his damage in order to use the opportunity to find and expose the target's least protected spot. For every attack he chooses to use this way, he reduces any DR the opponent might have by a cumulative -2, to a maximum of -10 for 5 attacks. This effect lasts until the end of the fighter's next turn.

Flaming Blade (Ex): The Fighter can swing his sword with such velocity that the friction between his weapon and the atmosphere heats the blade to great temperatures. As a swift action, the fighter puts some extra power on his strikes. His weapon is acts as if it had the Flaming Burst property for the 1st attack made when this ability is used, then it starts to act as if it had the Flaming property for a number of rounds equal to the fighter's Strength modifier.

Fleet Footed (Ex): Your move speed increases by 10 ft. You can take 10 on Acrobatics skill checks even when distracted or threatened.

Improved Trick Shot (Ex): The fighter can use ranged weapons to perform the following combat maneuvers against any target within 30 feet: bull rush, grapple and trip. A target grappled by an arrow can break free by destroying the archer’s arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist or CMB check (against the archer’s CMD –4).

Jarring Defense (Ex): The fighter strengthens his body and pose, so that an enemy who lands a powerful blow recoils as though they had just punched and Adamantine slab. Whenever an opponent misses a Power Attack, the fighter may make a Combat Maneuver Check against the attacker as an immediate action. If he succeeds, the enemy loses all remaining attacks and actions for that turn, and is flat-footed the next turn

Mettle (Ex): If the fighter makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as a 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 mettle.

Perfect Health (Ex): You become immune to all types of poison and diseases.

Quick Recovery (Ex): You only need 15 minutes of rest or be subject to a healing spell or effect to recover from the fatigued condition.

Quick Sniper (Ex): The fighter gains a bonus equal to 1/3 his fighter levels on stealth checks when sniping. If he is hit by a ranged attack, he can use an immediate action to shoot a ranged weapon against his attacker.

Reaving Slash (Ex): The fighters makes broader moves when attacking his opponents. He can make his melee attacks affect extra squares. These extra squares must be threatened by the fighter and adjacent to one another. Each extra square causes a cumulative -2 penalty to all his attack rolls and AC (to a maximum of -8 for 4 squares) until the start of his next turn. The same attack and damage rolls are used against all targets affected.

Shield Ally (Ex): Whenever you are using a heavy or tower shield, you can use a move action to provide cover (+4 cover bonus to AC, +4 on reflex saves) to yourself and all adjacent allies.

Slightly To The Left (Ex): The fighter learns to dodge at the last second in order to protect his vital organs. Whenever an enemy scores a critical against the fighter, there is a 25% chance it deals no extra damage. This ability does not stack with the Fortification armor property or similar effects.

Startling Arrow (Ex): Whenever the fighter misses a ranged attack, unless it was because of a natural 1, the target of the attack must succeed on a Will save (DC = 10 + 1/2 Fighter Level + Fighter's Dex Modifier) or be shaken for 1 round.

Unavoidable Slaughter (Ex): Your mounted charge is not blocked by friendly creatures or difficult terrain.

Untouchable (Ex): As a swift action, a fighter wielding a heavy or tower shield can grant protect himself so well that all physical attacks against him have a 20% miss chance 'till the start of the fighter's next turn. He can choose to use a standard action to increase the miss chance to 50%.

Vigilance (Ex): You can no longer be flanked, except by attackers who have at least as many rogue levels as you have fighter levels.


LEGENDARY FIGHTING PROWESS'
These fighting prowess can only be learned by a 20th-level fighter or higher.

Deft Doublestrike (Ex): When you successfully hit an enemy with two different weapons (or two different edges from a double weapon) in the same round, you can make a disarm or sunder attempt (or trip, if one or both weapons can be used to trip) against that opponent as a free action that does not provoke attacks of opportunity.

Irresistible Critical (Ex): The DC to resist any effect caused by your critical strikes is increased by +4.

Not So Easily (Ex): A number of times per day equal to the fighter's Constitution modifier, he can make a second saving throw with a +4 bonus to resist any effect that would cause him to be completely unable to act in combat, such as being paralyzed, petrified, unconscious or dead. The fighter must take the second result, even if it's worse.

Quick Wits (Ex): The fighter becomes able to use 2 swift actions per round, but the extra swift action can not be used to cast spells or use spell-like abilities.

Shielded Evasion (Ex): Whenever using a heavy or tower shield you gain Improved Evasion, as the rogue's ability.

Slaying Strike (Ex): Any creature hit by the fighter's attack loses its regeneration ability for 1 round.

Two Birds With One Stone (Ex): When the fighter makes an attack of opportunity against an enemy, he can make an additional attack against a second opponent who is also in the fighter's threatened area. This extra attack is a free action and does not spend any of the fighter's attacks of opportunity for the round, but it's made with a -5 penalty to hit.

Volley (Ex): As a full-round action, you can make a single attack with a ranged weapon at your highest attack bonus against any number of creatures in a 20ft-radius burst, making separate attack and damage rolls for each creature.


NEW FEAT: Fighting Prodigy

Fighting Prodigy (Combat)
You have an unusual talent for warfare.
Prerequisite: BAB +5, at least two other Combat feats.
Benefit: You get a Fighting Prowess from the Fighter's basic Fighting Prowess' list.
Special: Fighters may select this feat as one of their bonus feats.

Did you read the list of basic Fighting Prowess' and at some point thought "hey, this would be very useful for a rogue!" or something like that? Well, now rogues (and everyone else) can have basic Fighting Prowess too! Although it costs a feat and they have to wait a bit longer.

Lemmy
2012-05-01, 03:37 PM
Update:

Add a few notes about the stuff I added/changed from the original class.

silphael
2012-05-02, 04:09 PM
Personnaly, I love it. There is basically a lot of things that say "Not only have I a lot of feats, but I do more things with those as any other people!"

Lemmy
2012-05-02, 05:58 PM
Thanks, Silphael, if you have any sugestion or criticism, I'd love to hear.

I plan on adding more Fighting Prowess' and balancing the ones already there.

There are a few I fear may be too good or not good enough.

EDIT: Huh... Over 150 views, but just 1 reply... Apparently my homebrew is cute, but has bad breath.

Don't worry guys, PEACH it. I promise it won't kiss you.

Kane0
2012-05-03, 05:02 AM
Dont forget that ability warblades get, Weapon Aptitude:

"Weapon Aptitude (Ex): Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if you had a fighter level equal to your warblade level -2. For example, as a 6th-level warblade, you could take Weapon Specialization, since you're treated as being a 4th-level fighter for this purpose. These effective fighter levels stack with any actual fighter levels you have. Thus, a fighter 2/warblade 4 would also qualify for Weapon Specialization."

Thats thew useless part. Disregard that

"You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session.

You can adjust any number of your feats in this way, and you don't have to adjust them all in the same way. However, you can't change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can't change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way."

Thats the part any self respecting fighter would love, and should have.

Otherwise everything seems pretty much perfect to me. Oh, how about a high, medium and low save? Thats a personal touch I add to my homebrew but thats your choice.

Edit: Actually, I think that is a thing that happens when there is nothing glaringly bad to pick at. If someone's reaction is "Yeah thats good" They usually wont post to say that. The more balanced you make it the less people you get to say anything :smallwink:

silphael
2012-05-03, 07:22 AM
I didn't say anything about the saves, because I'm from the school that say that the fighter should have only good saves.

About prowess, I think you're lacking ranged options, especially at "high" level (one among basic and advanced, but none higher, while you should have more options). But that's hard o build, I know.

Lemmy
2012-05-03, 08:36 PM
Kane0: That's pretty cool... I think I'll make it a Fighting Prowess, either from the basic list so it comes into play early or from the advanced list, so it stays a Fighter exclusive. If I can't decide, a class feature it is!

As much as I think there should be a medium save progression, I'd rather not stray too much from the usual game mechanics.

Laslty, if that's the reason ppl ain't commenting, I guess it's a good thing. But I still wish to see more PEACHing around here.

Sliphael: Dunno about all good saves. I see the point for a good Will save, but it's not as intuitive as good Reflex/Fortitude. Braveheart will have to do for now, it at least grants a good Will save against some really nasty stuff.

Yeah, as I made the class, I noticed there were not many prowess' focused on ranged combat. Do you have any ideas that I could add?

Barbarian MD
2012-05-04, 03:36 PM
I've only skimmed it at this point, but I like the versatility a lot.

One clever ability that I've noticed in some other fighter fixes is the ability to change your fighter bonus feats each day with 1 hour of training (or something similar to that--I think one was even per encounter). You might consider adding that.

Otherwise, like I said, I like the versatility. And it still feels like the Fighter.

Lemmy
2012-05-05, 01:05 PM
I added Weapon Aptitude, as Kane suggested.

I don't really like the idea of the fighter changing any feat he wants. But practicing with an weapon to gain the benefits of weapon focus and the like sounds very cool and very fighter-ish. (although it's a bit hard to justify why the hell he loses the benefit to the previous weapon... maybe fighter work a bit like pokémon? No more than 4 moves/weapon focus! :smallbiggrin:)

I'm now trying to think of good ranged-combat prowess... Maybe something like Snap Shot? Or a way to avoid/reduce concealment.

Any ideas?

WyvernLord
2012-05-05, 02:09 PM
The most elegant, effective, and easy fighter fix I have seen that has kept the flavor.

Lemmy
2012-05-05, 04:06 PM
The most elegant, effective, and easy fighter fix I have seen that has kept the flavor.

Wow... That is quite the compliment, man. Thank you.

EDIT: Also, if you don't mind, I'd like to add a link your homebrew feats in my 1st post.

If you have any idea, suggestion or criticism, I'd love to hear it, too.

What do you guys think about its balance compared to other martial classes?

I tried to give him about the same power/versatility of a Paladin.

WyvernLord
2012-05-05, 09:03 PM
I'd be honored if you did. A warning though, some of them are unbalanced. I might be redoing them and I need to post some of the ones I haven't yet posted.

Now back to your stuff. I'd say the paladin is a little harder to hit with debuffs and helps keep debuffs off the rest of the group as well. Your fighter is better at well fighting in all its forms.
Ideas for Ranged Prowess
Simple one Dex to damage for ranged attacks. (and one for weapon finesse related weapons)
Ranged pins, disarm, and trip.
Threaten with ranged weapon. Possibly combined with one of the above options.
Spinning lance should be enemies now allies.

Lemmy
2012-05-07, 09:05 AM
So he has more raw power and less versatility. That's okay, as long as the Fighter has something fun and useful to do outside of combat.

I should probably add fighting prowess' that could be useful outside of combat too. Right now, there are not so many of them. I'd like to add some options for fighter who want to invest in some utility skills. Maybe some crafting related prowess' could help too.

How do you think this Fighter fares outside of combat? And if needed, how can I improve it without stepping on skill monkeys' feet?

WyvernLord
2012-05-07, 10:09 AM
Well that is mostly true. Paladin is weaker at stabbing, but in return he gets some healing and a little raw toughness. The fighter kills people in all sorts of ways.
Skill versatility is fine military training and extensive military training allows you to be good at any skill you have. Your prechosen skills let you branch out in any way you want with your free choice skill. So all in all you have a pretty good skill list.

Lemmy
2012-05-07, 08:21 PM
I see. Well, if the fighter can do stuff out of combat, that's good enough for me. He is the fighter, after all, fighting is what he does best. Do you think he reaches tier 3? Or at least a very high tier 4?

I'll refine some fighting prowess, and maybe add a few more. With that I think this fighter revision is finished.

WyvernLord
2012-05-07, 08:29 PM
It compares pretty well to the Warblade a solid tier 3. They both have enough options to give you a choice with your actions but easy enough that you can just hit people if you want. The fighter also is a little less spectacular in its combat abilities but get's a little on skills.

Lemmy
2012-05-08, 09:10 AM
Yeah, it's pretty hard to have as many in-combat options as the Warblade without using maneuvers and stances. As much as I love ToB, I tried to avoid using too much 3.5 exclusive material. (It's a PF fighter revision, after all).

Although maybe I can add some maneuvers as fighting prowess. And limit them to X times per encounter/day.

I was thinking about something that allowed him to add Dex to damage roll instead of Str, but I'm not sure how do that without making it too powerful, as dex is a much more useful attribute.

Maybe making a note that it is not possible to Power Attack when using Dex and that the fighter gains no benefit from holding an weapon with 2 hands. Not sure if that'd be enough, though.

Edit: I finally added Wyvernlord suggestions to the Fighting Prowess' list. Also corrected a few typos.

Lemmy
2012-05-11, 09:20 PM
Added and modified some new Fighting Prowess.

Modified what Promptitude does.

Replaced Sword Dance with Pounce (now Sword Dance is the name of a Fighting Prowess with a different effect)

Allowed the fighter to get Improved Unarmed Strike instead of proficiency with an exotic weapon at 1st level.

Lemmy
2012-05-26, 05:20 PM
Added and Remade a few Fighting Prowess.

Corrected some typos too.

LordErebus12
2012-05-29, 09:42 PM
i love this.

Maquise
2012-05-29, 09:53 PM
I'd love to use it, but I wonder how compatible it is with the Archetypes.

DoomHat
2012-05-30, 02:49 AM
So what does this fix exactly? If I played this, would I still be doing a basic attack or two every round and hoping something's stupid enough to provoke an opportunity attack?

At what level would me trying to solo a Chimera with this guy be fun, exciting, or even possible?

How many feats do I still need to spend before I have a full set of non-useless combat maneuvers?

Lemmy
2012-05-30, 06:37 AM
I'd love to use it, but I wonder how compatible it is with the Archetypes.

Note that I added many of the fighter archetype's abilities as Fighting Prowess, this way, you could probably use this guys and through the Fighting Prowess, play any of those archetyoes without losing one of the fighter's few and precious class feature, such as weapon training.


So what does this fix exactly? If I played this, would I still be doing a basic attack or two every round and hoping something's stupid enough to provoke an opportunity attack?

At what level would me trying to solo a Chimera with this guy be fun, exciting, or even possible?

How many feats do I still need to spend before I have a full set of non-useless combat maneuvers?

First, sorry for the wall of text. I got a bit carried away.

Second, this fighter got lots of options. His focus should always be fighting, but he is no longer irrelevant in other areas. Expanded class skill list, incresed skill ranks per level, Military Training and some Fighting Prowess' like Extensive Military Training, Brawns Over Brain and Art of War, etc) increase his versatility in and out of combat.

But if you want, you can also use your Fighting Prowess' to make a completely combat focused character, in which case, you also have a lot more options too.
Class features like Strategist, Awe-Inspiring Strike and a great deal of Fighting Prowess' are made so the fighter can do more than just full attack every round, but if he chooses to do so, there many features that help him be better at full attcking too. He is the FIGHTER after all. If he chooses to devote all his resources to combat, then combat will be his world. The rest of us just live in it.

He can more effectivelly protect his squishy friends with Fighting Prowess' like Engage, Block The Path, Guardian Angel and Tripper. Pounce and Warbound also allow the fighter to chase down those enemies who try to go past him.

But no matter how powerful he is, it won't matter if he can't defend himself from magic to at least some extent. His DPR drops to zero if he is charmed, petrified, paralyzed, put to sleep, etc...
Now he has good reflex, so Fireballs won't hurt. But HP was never the problem. So he gets Braveheart to better resist mind control. And Fighting Prowess' like Quick of Mind, Mettle, Thick Skin, Second Wind and Deflect Spells. Sure, he can still be petrified, paralyzed or entangled. But I never meant for him to become the ultimate caster-slayer, just wanted to give him a chance.

Man-at-Arms and Weapon Aptitude reduce the fighter's need to buy a lot of different equipment just so he can fight. This leaves some extra cash for him to spend on better/cooler stuff.

Why do so much for him? Well, my idea is "mundane is not the same as ordinary." Why do all other classes get to do impossible stuff while the fighter must stick to a notion of "realism" in a game where we can kill a dragon. By repeatedly kicking its tail, no less.

Fighters may not use magic. But they sure as hell can defy physics with his completely extraordinay and totally over-the-top martial prowess and physical strength. He can't fly or summon angels, but if his level is high enough, he throw a mountain on that flying demon, or maybe jump and kick it in the neck!

If an epic wizard can create worlds with his magic, then an epic fighter can break a world in half with his sword, while smashing its inhabitants' faces with his shield.

About the feats... I tried to reduce the number of required feats and stupid prerequisites, but that is more of a problem with the game system than with the class itself. For now, you can have the Maneuver Mastery fighting prowess. It basically gives you 2 feats and removes the need for Combat Expertise. If it were up to me, I'd fuse a lot of feats and remove useless prerequisites. The most obvious would be the Improved/Greater version of all feats. But that is something for another homebrew.

I hope I've answered your questions. Except I dunno at which level a Fighter can solo a chimera... I guess when his CR is higher than the creature's?

Maquise
2012-05-30, 10:19 AM
What if you added a Fighting Prowess that let you cast a low-level spell on a daily basis? I'm thinking something like the Minor and Major Magic rogue talents.

Lemmy
2012-05-30, 10:56 AM
Hmmm... That is a bit too magical for a fighter. I want him to be mundane, extraordinary and impossibly skilled, but mundane.

But you gave me an idea. Maybe a basic fighting prowess that allows him to craft a rune in his weapon/armor, Allowing him to use a 1st level spell once or twice a day, or a 0th level spell at-will.

Not sure how to balance it, though... How much would it cost? How many could he have in a single piece of armor or weapon? How would he have access to that magic? How many charges should it have?

Maybe he could get a scroll, make a spellcraft check and imbue the rune on his blade. That would be more of a enhancement than a ability per se. I'm not a fan of fighters casting spells, but allowing him to craft lesser items sounds cool.

Maquise
2012-05-30, 11:33 AM
Rogues aren't inherently magical either, but they have the option. Still, I do like your idea, maybe even more so. I don't think a prowess that gave a 1st-level rune at no extra cost would be unbalanced. I'd say 1-3 uses a day would be about right.

Lemmy
2012-05-30, 11:50 AM
You are right, but rogues have always had access to supernatural abilities and a much easier entry to supernatural Prestige Classes (such as shadow dancers)

Anyway, I added Rune Craft as a basic Fighting Prowess, (a quite a few others too), tell me what you think.

EDIT: New Fighting Prowess' for everyone!

Basic:
Armor Adjustment
Endless Stamina
Prone Fighting
Rune Craft

Advanced:
Bouncing Weapon
Hold The Line
Inspire Troops
Pesticide (Considering moving it up to Greater)

Greater
Reaving Slash

Maquise
2012-05-30, 12:23 PM
You might want to state how many times a day you can use Battle Insight.
At-will seems overpowered to me.

I also recommend looking a the Called Shots (http://www.d20pfsrd.com/gamemastering/variant-rules#TOC-Called-Shots) variant rules and maybe make some prowess' for use in that system (Obviously, if you're not using that system, you wouldn't take those prowess')

Lemmy
2012-05-30, 12:45 PM
Hmm... Now that I think about it, Battle Insight is too similar to the fighter's Strategist class feature.

I'm considering altering it so it grants the fighter or one of his allies who can hear and see him the ability to move without causing attacks of opportunty due to leaving an enemy's threatened area.

To balance, I'd either make it a one per Int modifier per encounter or make its activation time a move action, in which case the fighter sacrifices his full attack (at least 'til 20th level)

What do you think?

I like the idea of Fighting Prowess' based on Called Shots, but I don't really know the system and its effects on gameplay well enough to make balanced Fighting Prowess for it.

Maquise
2012-05-30, 01:41 PM
In regards to Battle Insight:
I'm not sure, but I'm leaning more towards the move action. Mind you, this could be just because of personal bias. Per Encounter doesn't really exist in PF, and I've found that sometimes it is hard to define.

Lemmy
2012-05-30, 02:34 PM
That was my personal preference too. I made it a move action. This way the fighter sacrifices his full attack but is capable of saving a friend caught in a bad situation.

I added and modified a few Fighting Prowess', mostly so the bonuses are easier to keep track of and to change the ones who grated a generic bonus into some who give more options for the fighter.

Basically, bonus comes from his class features and items, the fighting prowess give him more options and abilities, the ones that do add numerical values usually take away something for as long as they are active.

Lemmy
2012-05-31, 02:29 PM
More and better balanced Fighting Prowess' added.

Corrected a few typos and added Practice Overcomes Talent as a class feature at 3rd level! Now the fighter no longer needs a high score of an attribute he hardly uses just so he can get the proper tools for his job.

Maquise
2012-05-31, 02:35 PM
I don't see Practice overcomes Talent.

Lemmy
2012-05-31, 04:33 PM
Tsc... I thought I had already added it...

Fixed it.

Rift_Wolf
2012-05-31, 06:51 PM
From what I've seen of it so far, I like it; I especially like the option to use Con instead of Int to qualify for Combat Expertise.

I've been toying with the idea of a Magebane fighter, one who's lived and trained in a world where the Wizard Did It. The bonuses to saves add to this idea, but maybe taking it a step further with the Prowess'; the ability to punch someone so hard they lose a spell slot, or a bonus to damage based on the spell level that just targeted you.

A few minor criticisms;
* One of the prowess' is adding 1.5xStr to damage with a thrown weapon when using two hands. As far as I recall, that's how it works anyway.
* Shield Ally, the way it's written suggests a gang of allies stood in a 3x3 square would all get the bonus of the tower shield wielding mook in the middle. This isn't really a criticism of your build, however; that's how it's written in the Phalanx Soldier's description.
* I'd suggest against opposed rolls for things like spell deflection; Rather than adding an attack roll, assume the fighters roll is 10. It makes things quicker and reduces number crunching in-game.
* The fluff text for two of the Prowess' is identical; the one that affects death effects and entangle/holding effects.

Lemmy
2012-05-31, 10:34 PM
From what I've seen of it so far, I like it; I especially like the option to use Con instead of Int to qualify for Combat Expertise.

I've been toying with the idea of a Magebane fighter, one who's lived and trained in a world where the Wizard Did It. The bonuses to saves add to this idea, but maybe taking it a step further with the Prowess'; the ability to punch someone so hard they lose a spell slot, or a bonus to damage based on the spell level that just targeted you.

Those are actually great ideas... Fighter breaks the wizard's nose... Wizard loses a spell...


A few minor criticisms;

That's the best part!


* One of the prowess' is adding 1.5xStr to damage with a thrown weapon when using two hands. As far as I recall, that's how it works anyway.

Now that you mention it... I think you are right, for some reason I tought it was just for melee weapons. I'll remove it.


* Shield Ally, the way it's written suggests a gang of allies stood in a 3x3 square would all get the bonus of the tower shield wielding mook in the middle. This isn't really a criticism of your build, however; that's how it's written in the Phalanx Soldier's description.

That was copy pasta. I wanted this homebrew to be able to play as the archetypes without having to sacrifice the very few class features the fighter has. I suppose that was the intended effect, although it does sound weird. Do you have a better idea for describing the effect?


* I'd suggest against opposed rolls for things like spell deflection; Rather than adding an attack roll, assume the fighters roll is 10. It makes things quicker and reduces number crunching in-game.

Good point. I made it an attack roll to represent the fighter deflecting the spell with his sword or something the like. I'll try and simplify it. Maybe a reflex save?


* The fluff text for two of the Prowess' is identical; the one that affects death effects and entangle/holding effects.

Ah, yeah, another copy-paste mistake. Since both abilities have similar mechanics, I figured I'd just change the fluff. But it seems I forgot to do so. Fixing it.

WyvernLord
2012-05-31, 11:21 PM
Back to say I like the updates.
Also thanks for putting the pressure on me to finish my changes.

Lemmy
2012-06-01, 08:55 AM
Glad you like it, man. Thanks for commenting.

And yeah, you better hurry and finish those feats! I'm still waiting for The Duelist! :smallamused:

As usual, if you have any criticism or suggestion, I'd be glad to hear (or read).

Right now I'm trying to add Rift_Wolf's suggestion for an attack that causes a caster to lose a spell slot.

Maquise
2012-06-01, 03:14 PM
I found an error:

The description for Armor Training says it allows the fighter to add his shield bonus to Touch AC, which is the same as the Deflective Shield prowess.

Lemmy
2012-06-01, 05:33 PM
Ah, thanks! I knew I'd already added that somewhere!

I was sure it was a Fighting Prowess, so when I didn't find it there, I added Deflective Shield!

I'll remove the Fighting Prowess.

Tsc, I really have to find an opportunity to playtest this homebrew. Unfortunally the one DM I know that plays Pathfinder has an strict "RAW only" policy. :smallfrown:
If one of my players loses his character (or gets bored of it), I'll introduce this homebrew as an option.

If any of you guys have the chance of actually using this, please, let me know how it goes.

Maquise
2012-06-01, 10:59 PM
I'm running an NPC with this class; I'll keep you posted.

Lemmy
2012-06-03, 11:07 AM
I'm running an NPC with this class; I'll keep you posted.

Please, do. I'd be very grateful. I'll even add a Fighting Prowess (of the "mundane badass" variety) of your choice. :smallbiggrin:

A friend of mine is starting a campaign now, I don't think he allows any homebrew... But if he does, I'll get this guy to go and find some paths!

Maquise
2012-06-03, 04:51 PM
I have an idea. How about an Adrenaline Rush prowess? You could use Haste as an Extraordinary ability 1/2 Fighter level + CON a day. That's just my first idea, so feel free to tweak it.

Lemmy
2012-06-04, 07:44 AM
Huh... I actually had a possible Fighting Prowess that was to be named Adrenaline Surge, but I couldn't figure out how to balance it...

Your suggestion is much better than what I had in mind.

Maybe something like this:

Advanced Fighting Prowess (So it stays fighter-exclusive)

Adrenaline Surge (Ex): As a free action, the fighter can spend most of his energy reserves. He increases his movement speed by 10ft and is able to make an extra attack per turn for the duration of this effect, However, when the effect ceases, the fighter is fatigated for the same number of rounds that he used this ability.
The fighter can use this ability for a number of rounds per day equal to his Constitution modifer + half his total Hit Dice.

Not as good as Haste, but it's cheaper and easier to get. Also it's an extraordinary ability and spends only a free action.

Another idea is it allowing the fighter to choose 2 of the following effects when he activates the ability:

Increase (maybe even double) movement speed
power attack without any penalties (as if he used Furious Focus on all attacks)
Grant self immunity to fear (ending any fear based condition the fighter may already be under effect)
1 extra attack/round
+6 bonus to Intimidate and all Str/Dex based skill check rolls, except Stealth.
+4 dodge bonus to AC and CMD
+2 morale bonus to all saves.

The chosen effects remain active until the end of the current use of Adrenaline Surge. Each time he uses the ability, he can choose any 2 different effects.

Hopefully this is different enough from rage to not step on the Barbarian's toes.

Lemmy
2012-06-05, 09:52 PM
I added the Adrenaline Surge. Fighting Prowess.

(Huh... Just noticed you had named it Adrenaline RUSH, not Surge). It's similar to haste, although a bit weaker.

I'm considering buffing it to be exactly like haste (except it only afects the fighter, of course)

Maquise
2012-08-29, 09:28 AM
It seems as though Iron Grip is a little underpowered, for an Advanced Prowess.

Lemmy
2012-08-29, 12:14 PM
Hey, nice to see this homebrew hasn't been forgotten.

You may be right about Iron Grip.

I'll remove the penalty to attack. I'll also either up the max Str-to-AC cap or downgrade Iron Grip to a Basic Fighting Prowess. Probably the latter, as this can help other Sword-and-Board characters.

Maquise
2012-09-08, 10:41 AM
I have an couple of ideas for new Prowesses:

Tiring Defense (Ex): The fighter concentrates on defending himself in such a way that the enemy tires themselves trying to attack him. While the fighter is using Full Defense or Combat expertise, an enemy who fails to hit any attacks it makes against the fighter during that round is Fatigued the next round.

Jarring Defense (Ex): The fighter strengthens his body and pose, so that an enemy who lands a powerful blow recoils as though they had just punched and adamantine slab. Whenever an opponent misses a Power Attack, the fighter may make a Combat Maneuver Check against the attacker as an immediate action. If he succeeds, the enemy loses all remaining attacks and actions for that turn, and is flat-footed the next turn.

I'm not sure where they would go. You'll have to judge that. I would imagine Jarring Defense would at least be Advanced, if not Greater.

Lemmy
2012-09-09, 10:55 PM
I have an couple of ideas for new Prowesses:

Tiring Defense (Ex): The fighter concentrates on defending himself in such a way that the enemy tires themselves trying to attack him. While the fighter is using Full Defense or Combat expertise, an enemy who fails to hit any attacks it makes against the fighter during that round is Fatigued the next round.

Jarring Defense (Ex): The fighter strengthens his body and pose, so that an enemy who lands a powerful blow recoils as though they had just punched and adamantine slab. Whenever an opponent misses a Power Attack, the fighter may make a Combat Maneuver Check against the attacker as an immediate action. If he succeeds, the enemy loses all remaining attacks and actions for that turn, and is flat-footed the next turn.

I'm not sure where they would go. You'll have to judge that. I would imagine Jarring Defense would at least be Advanced, if not Greater.

Those are great ideas! I'll add them right now!

I also added a few other Prowess', including Blaze of Glory (because even a dying Fighter is still a Fighter!), Juggernaut (someone grapples the fighter? The fighter rises and carries the fool around!) and Titan Rider (so you can climb and cling to your giant opponents! God of War style!)

EDIT: I made Tiring Defense an Advanced Fighting Prowess and Jarring Defense a Greater one, as it's pretty strong.

Maquise
2012-09-10, 03:29 PM
Blaze of Glory doesn't seem like an option a lot of people would take. I'd think it would make more sense to take a prowess that would help keep you from becoming incapacitated rather than one that relied on it.

Lemmy
2012-09-11, 12:03 PM
Blaze of Glory doesn't seem like an option a lot of people would take. I'd think it would make more sense to take a prowess that would help keep you from becoming incapacitated rather than one that relied on it.

Makes sense. I'll buff it somehow, maybe making so a fighter with it can stay conscious and fighting normally untill they reach a number of negative hit points euqal to their Con modifier.

Maquise
2012-09-11, 12:25 PM
A bit of house-cleaning:

Brawls over Brains should probably be Brawn over Brains. It makes more sense from a linguistic perspective.

Also, how would you think Runecraft would interact with the Dwarven Forgemaster (http://www.d20pfsrd.com/races/core-races/dwarf/forgemaster-cleric-dwarf)archetype?

Lemmy
2012-09-11, 12:56 PM
A bit of house-cleaning:

Brawls over Brains should probably be Brawn over Brains. It makes more sense from a linguistic perspective.

You're right, fixed it.


Also, how would you think Runecraft would interact with the Dwarven Forgemaster (http://www.d20pfsrd.com/races/core-races/dwarf/forgemaster-cleric-dwarf)archetype?

I hadn't seen that archetype... There are way too many archetypes in PF, and most of them are simply terrible or could be made into a feat or feat chain (Rogue archetypes in particular). It's nearly impossible to consider all archetypes from all classes, so I focused on Fighter archetypes only.

But I digress... Well, I'd rule that the 2 abilities function independently, you have the runes from Runeforger, that can be changed everyday, but last only a limited amount of time, and the runes from Runecraft, which are permanent, but can only be used once per day and are harder to change (you'd have to spend another scroll)

Which reminds me, I should probably add a clause saying that Runecrafter can't make runes of spells with a material component that costs more than 1gp (I do not want to see a shield of Wishes or something equally absurd). An maybe increase the DC with spell level.

Maquise
2012-09-11, 01:29 PM
I thought only 1st-level spells could be made into runes.

Lemmy
2012-09-11, 01:38 PM
By god, man, you're right again!!!

Argh, it has been so long since I made that Fighting Prowess I'm starting to forget its details... I'll fix it. Again. -.-'

Lemmy
2013-09-18, 04:10 AM
Revised a few features and greatly reduced the number of stack-able bonuses and penalties. There is still some cleaning up to do, though.

Morph Bark
2013-09-18, 06:22 AM
Regarding Prowess: "At 3rd level and every odd numbered level thereafter" it says. Due to the rule of text trumps table, you don't get a Fighting Prowess at level 20, and so don't gain a Legendary Prowess as the class is currently written up.

Brawls Over Brain still contains the word Brawls.

Lemmy
2013-09-18, 03:37 PM
Huh... I completely missed the character level thing...And I could've sworn I had corrected "Brawn Over Brain" :smallconfused:

Thanks for pointing it out. :smallsmile: