Korney
2012-11-12, 07:46 PM
It's a WIP until I feel satisfied with it. (Currently v1.4)
Feel free to PEACH it.
If some text is crossed it's because I don't like it but I keep it for future changes. Ignore it.
http://img402.imageshack.us/img402/4020/6539122orig.jpg
Artwork by Kekai Kotaki (http://www.kekaiart.com/)
Korney's Fighter Fix
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Bonus feat, Ignore the Blood
2nd|
+2|
+3|
+0|
+0|Bonus feat, Respect, Keep Fighting
3rd|
+3|
+3|
+1|
+1|Experienced Fighter, Armor Accustomed
4th|
+4|
+4|
+1|
+1|Bonus feat, Deep Scars
5th|
+5|
+4|
+1|
+1|Stand Strong
6th|
+6/+1|
+5|
+2|
+2|Bonus feat
7th|
+7/+2|
+5|
+2|
+2|Veteran Ability
8th|
+8/+3|
+6|
+2|
+2|Bonus feat, Deep Scars
9th|
+9/+4|
+6|
+3|
+3|Veteran Ability
10th|
+10/+5|
+7|
+3|
+3|Bonus feat
11th|
+11/+6/+1|
+7|
+3|
+3|Veteran Ability
12th|
+12/+7/+2|
+8|
+4|
+4|Bonus feat, Deep Scars
13th|
+13/+8/+3|
+8|
+4|
+4|Veteran Ability
14th|
+14/+9/+4|
+9|
+4|
+4|Bonus feat
15th|
+15/+10/+5|
+9|
+5|
+5|Veteran Ability
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Bonus feat, Deep Scars
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Veteran Ability
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Bonus feat
19th|
+19/+14/+9/+4|
+11|
+6|
+6|Veteran Ability
20th|
+20/+15/+10/+5|
+12|
+6|
+6|Bonus feat, Deep Scars[/table]
Alignment: Any.
Hit Die: d10.
Class Skills
The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str) and Use Rope (Dex).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
All of the following are class features of the fighter.
Weapon and Armor Proficiency:
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). A fighter may trade his heavy armor proficiency for an exotic armor proficiency at first level. A fighter may trade his tower shield proficiency for an exotic shield proficiency at first level.
A fighter gets as many exotic weapons proficiency as his Intelligence bonus.
Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Ignore the Blood: A fighter can stop any bleeding damage if he success in a Fortitude save of DC(15 + bleeding damage). He must roll for every bleeding effect separately.
Respect: Starting at 2nd level a fighter adds his fighter level to his intimidation and gather information skills.
Keep Fighting: When reduced to between 0 and -9 hit points a fighter can choose to be disabled and automatically become stable or to keep acting normally and start dying, losing 1 hit point per turn.
When reduced to -10 or less he dies unless he makes a successful Fortitude save of DC(20 + 5 accumulative each turn) at the beginning of his turn. If a fighter recieves enough healing to get his hitpoints above 0 during this saves he becomes exhausted. If this situation occurs a second time during the same combat the fighter will fall unconcious upon receiving enough healing.
Experienced Fighter: Every feat that provides a static bonus to attack, damage, or AC to the fighter improves by +1 at level 3 and another +1 every three levels thereafter.
Armor Accustomed: A fighter wearing an armor he is competent with adds 1 to the max dexterity of the armor, and reduces by 2 to the armor check penalties. If the armor is specially made for the fighter, both bonuses increase in 2.
Deep Scars: At 4th level, and every four levels thereafter, a fighter gains +1 Str or Con at his discretion. This is in addition to the usual character level ability increase and stacks with it.
Feat Retraining: Starting at 10th level, and every two levels thereafter (12th, 14th, 16th, 18th, and 20th), the fighter can change one bonus feat for a new one. If the lost feat was a prerequesite for other feats he has he can not take advantage of them until he meets the prerequesites again.
Stand Strong: Starting at 5th level a fighter can add his Str or Con modifier against fear, charms and enchantment spells or effects.
At 10th level the fighter gains fear immunity.
Veteran Abilities: On attaining 7th level, and every two levels thereafter (9th, 11th, 13th, 15th, 17th, and 19th) a fighter gains a veteran ability of his choice from among the following options.
-Protect the Fallen: A veteran fighter can stand in the same square as a fallen ally and intercept any attack made to him. The attack resolves against the fighter AC without any dex or dodge bonus. If it's an area attack the fighter can choose to fall prone and protect his ally, taking the damage himself, Reflex Saves automatically fail. While protecting the fallen a fighter can fight defensively without any penalties to attack or actions.
-Shield Ally: A veteran fighter standing at 5 feet or less from an ally can, as an immediate action, jump between him and any source of damage that would have otherwise damaged his ally. He takes the damage instead with no save and ends prone.
-Taunt: A veteran fighter knows how to use insults and dares to infuriate an enemy and attract his atention. Once per encounter as a free action roll an intimidate check versus an enemy Will save, the objetive may add his Int modifier instead of Wis if it is higher.
If an enemy with an Int score of 10 or more fails the save he will attack you as soon as he can, but will not take unnecesary risks.
If an enemy with an Int score of 9 or lower fails the save he will attack
enraged at you, risking AoO or any minor damage that is not suicidal.
An enemy with 10 or more Int may try a new save every turn to stop focusing his attacks at you.
-Dirty Trick: A veteran fighter knows that sometimes playing dirty is a valid strategy. He can grab sand, dirt, mud or other similar materials with his boot tip or his hand and throw them to his enemy eyes. As a move action, the fighter can make a ranged touch attack to one enemy withing a 10 feet radius. The attack blinds the enemy for 1d3 rounds unless he makes a Reflex save of DC (10 + fighter lvl).
-Two Hands, Two Weapons: If a veteran fighter have the Two Weapon Fighting feat his attack penalties are reduced by 2 and he can add his full Strength bonus to damage to his offhand weapon.
-Shield Expert: A veteran fighter using a shield he is competent with reduces by 2 the shield check penalties and gains DR X/adamantine, where X is the AC a non-magical shield of it's kind has. (Ex: A +5 Heavy Shield would give him DR 2/adamantine)
-Big Weapons: A veteran fighter using a two-handed weapon he is competent with treats it as one size larger for disarm and sunder checks. And gains the Cleave feat benefits for that weapon.
-Exotic Strike: A veteran fighter using an exotic weapon he is competent with adds 2 to his disarm, trip, sunder, and grapple checks with that weapon. And gains the Quick Draw feat benefits for that weapon.
-Hold the Position: Once per encounter a veteran fighter with this ability can designate a square of 10 feet or a terrain point of similar size (ex: A door, a bridge, a corridor, etc.) and hold the position. As long as he doesn't move away from that area he gets a bonus to AC for fighting defensively of +5 that stacks with the normal bonus from fighting defensively, and everytime a foe moves within that area the fighter gets a free attack of oportunity against him, even if the move is a 5 feet step.
-Stubborn Hold: A natural 1 no longer means an automatic fail for a veteran fighter on Fortitude saving rolls or saving rolls against charms and enchantment spells or effects.
-Vigorous Health: The Hit Die of a veteran fighter changes to d12, but do not recalculate his hitpoints before taking this ability. A fighter must be 11th level to take this ability.
-Magic Eater: A veteran fighter is used to be the target of magic users. He gains SR 10 (+ half his fighter level). If the fighter has better SR from other source, this ability improves it by 1. A fighter must be 11th level to take this ability.
-Feat: The fighter can take a feat instead of an ability.
Feel free to PEACH it.
If some text is crossed it's because I don't like it but I keep it for future changes. Ignore it.
http://img402.imageshack.us/img402/4020/6539122orig.jpg
Artwork by Kekai Kotaki (http://www.kekaiart.com/)
Korney's Fighter Fix
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Bonus feat, Ignore the Blood
2nd|
+2|
+3|
+0|
+0|Bonus feat, Respect, Keep Fighting
3rd|
+3|
+3|
+1|
+1|Experienced Fighter, Armor Accustomed
4th|
+4|
+4|
+1|
+1|Bonus feat, Deep Scars
5th|
+5|
+4|
+1|
+1|Stand Strong
6th|
+6/+1|
+5|
+2|
+2|Bonus feat
7th|
+7/+2|
+5|
+2|
+2|Veteran Ability
8th|
+8/+3|
+6|
+2|
+2|Bonus feat, Deep Scars
9th|
+9/+4|
+6|
+3|
+3|Veteran Ability
10th|
+10/+5|
+7|
+3|
+3|Bonus feat
11th|
+11/+6/+1|
+7|
+3|
+3|Veteran Ability
12th|
+12/+7/+2|
+8|
+4|
+4|Bonus feat, Deep Scars
13th|
+13/+8/+3|
+8|
+4|
+4|Veteran Ability
14th|
+14/+9/+4|
+9|
+4|
+4|Bonus feat
15th|
+15/+10/+5|
+9|
+5|
+5|Veteran Ability
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Bonus feat, Deep Scars
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Veteran Ability
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Bonus feat
19th|
+19/+14/+9/+4|
+11|
+6|
+6|Veteran Ability
20th|
+20/+15/+10/+5|
+12|
+6|
+6|Bonus feat, Deep Scars[/table]
Alignment: Any.
Hit Die: d10.
Class Skills
The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str) and Use Rope (Dex).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
All of the following are class features of the fighter.
Weapon and Armor Proficiency:
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). A fighter may trade his heavy armor proficiency for an exotic armor proficiency at first level. A fighter may trade his tower shield proficiency for an exotic shield proficiency at first level.
A fighter gets as many exotic weapons proficiency as his Intelligence bonus.
Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Ignore the Blood: A fighter can stop any bleeding damage if he success in a Fortitude save of DC(15 + bleeding damage). He must roll for every bleeding effect separately.
Respect: Starting at 2nd level a fighter adds his fighter level to his intimidation and gather information skills.
Keep Fighting: When reduced to between 0 and -9 hit points a fighter can choose to be disabled and automatically become stable or to keep acting normally and start dying, losing 1 hit point per turn.
When reduced to -10 or less he dies unless he makes a successful Fortitude save of DC(20 + 5 accumulative each turn) at the beginning of his turn. If a fighter recieves enough healing to get his hitpoints above 0 during this saves he becomes exhausted. If this situation occurs a second time during the same combat the fighter will fall unconcious upon receiving enough healing.
Experienced Fighter: Every feat that provides a static bonus to attack, damage, or AC to the fighter improves by +1 at level 3 and another +1 every three levels thereafter.
Armor Accustomed: A fighter wearing an armor he is competent with adds 1 to the max dexterity of the armor, and reduces by 2 to the armor check penalties. If the armor is specially made for the fighter, both bonuses increase in 2.
Deep Scars: At 4th level, and every four levels thereafter, a fighter gains +1 Str or Con at his discretion. This is in addition to the usual character level ability increase and stacks with it.
Feat Retraining: Starting at 10th level, and every two levels thereafter (12th, 14th, 16th, 18th, and 20th), the fighter can change one bonus feat for a new one. If the lost feat was a prerequesite for other feats he has he can not take advantage of them until he meets the prerequesites again.
Stand Strong: Starting at 5th level a fighter can add his Str or Con modifier against fear, charms and enchantment spells or effects.
At 10th level the fighter gains fear immunity.
Veteran Abilities: On attaining 7th level, and every two levels thereafter (9th, 11th, 13th, 15th, 17th, and 19th) a fighter gains a veteran ability of his choice from among the following options.
-Protect the Fallen: A veteran fighter can stand in the same square as a fallen ally and intercept any attack made to him. The attack resolves against the fighter AC without any dex or dodge bonus. If it's an area attack the fighter can choose to fall prone and protect his ally, taking the damage himself, Reflex Saves automatically fail. While protecting the fallen a fighter can fight defensively without any penalties to attack or actions.
-Shield Ally: A veteran fighter standing at 5 feet or less from an ally can, as an immediate action, jump between him and any source of damage that would have otherwise damaged his ally. He takes the damage instead with no save and ends prone.
-Taunt: A veteran fighter knows how to use insults and dares to infuriate an enemy and attract his atention. Once per encounter as a free action roll an intimidate check versus an enemy Will save, the objetive may add his Int modifier instead of Wis if it is higher.
If an enemy with an Int score of 10 or more fails the save he will attack you as soon as he can, but will not take unnecesary risks.
If an enemy with an Int score of 9 or lower fails the save he will attack
enraged at you, risking AoO or any minor damage that is not suicidal.
An enemy with 10 or more Int may try a new save every turn to stop focusing his attacks at you.
-Dirty Trick: A veteran fighter knows that sometimes playing dirty is a valid strategy. He can grab sand, dirt, mud or other similar materials with his boot tip or his hand and throw them to his enemy eyes. As a move action, the fighter can make a ranged touch attack to one enemy withing a 10 feet radius. The attack blinds the enemy for 1d3 rounds unless he makes a Reflex save of DC (10 + fighter lvl).
-Two Hands, Two Weapons: If a veteran fighter have the Two Weapon Fighting feat his attack penalties are reduced by 2 and he can add his full Strength bonus to damage to his offhand weapon.
-Shield Expert: A veteran fighter using a shield he is competent with reduces by 2 the shield check penalties and gains DR X/adamantine, where X is the AC a non-magical shield of it's kind has. (Ex: A +5 Heavy Shield would give him DR 2/adamantine)
-Big Weapons: A veteran fighter using a two-handed weapon he is competent with treats it as one size larger for disarm and sunder checks. And gains the Cleave feat benefits for that weapon.
-Exotic Strike: A veteran fighter using an exotic weapon he is competent with adds 2 to his disarm, trip, sunder, and grapple checks with that weapon. And gains the Quick Draw feat benefits for that weapon.
-Hold the Position: Once per encounter a veteran fighter with this ability can designate a square of 10 feet or a terrain point of similar size (ex: A door, a bridge, a corridor, etc.) and hold the position. As long as he doesn't move away from that area he gets a bonus to AC for fighting defensively of +5 that stacks with the normal bonus from fighting defensively, and everytime a foe moves within that area the fighter gets a free attack of oportunity against him, even if the move is a 5 feet step.
-Stubborn Hold: A natural 1 no longer means an automatic fail for a veteran fighter on Fortitude saving rolls or saving rolls against charms and enchantment spells or effects.
-Vigorous Health: The Hit Die of a veteran fighter changes to d12, but do not recalculate his hitpoints before taking this ability. A fighter must be 11th level to take this ability.
-Magic Eater: A veteran fighter is used to be the target of magic users. He gains SR 10 (+ half his fighter level). If the fighter has better SR from other source, this ability improves it by 1. A fighter must be 11th level to take this ability.
-Feat: The fighter can take a feat instead of an ability.