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View Full Version : A quick and Dirty Fighter fix {{Please Critique}}



ngilop
2012-12-05, 08:48 PM
Fighter
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+1|+2|+0|+0|Bonus Feat, Brutal Attack, Unstoppable, Combat Mastery

2nd|+2|+3|+0|+0|Bonus Feat, Flanker, War-worn Presence, Brutality

3rd|+3|+3|+1|+1| Interpose, Shrug Off Punishment, Unmoveable, Second Wind

4th|+4|+4|+1|+1|Bonus Feat, Defensive Shield.

5th|+5|+4|+1|+1| Delayed Cleave, Thick Skinned, Enduring

6th|+6/+1|+5|+2|+2|Bonus Feat, Unbalancing Blow, Vigilant Bulwark

7th|+7/+2|+5|+2|+2| Uncanny Dodge, Combat Training

8th|+8/+3|+6|+2|+2|Bonus Feat, Mobile Combantant

9th|+9/+4|+6|+3|+3| Fortification, Strategist

10th|+10/+5|+7|+3|+3|Bonus Feat, Unflinching, Precision

11th|+11/+6/+1|+7|+3|+3| Uncanny Dodge Enabler, Furious Assault

12th|+12/+7/+2|+8|+4|+4|Bonus Feat, Improved Uncanny Dodge

13th|+13/+8/+3|+8|+4|+4| Freedom of Movement, Penetrate

14th|+14/+9/+4|+9|+4|+4|Bonus Feat, Unshakeable

15th|+15/+10/+5|+9|+5|+5| Stalwart, Battle Perception

16th|+16/+11/+6/+1|+10|+5|+5|Bonus Feat, Heroic Action

17th|+17/+12/+7/+2|+10|+5|+5| Fortitude

18th|+18/+13/+8/+3|+11|+6|+6|Bonus Feat

19th|+19/+14/+9/+4|+11|+6|+6| Heroic Surge

20th|+20/+15/+10/+5|+12|+6|+6|Bonus Feat, Avatar of War

[/table]
Alignment: Any
Hit Die: 1d10

Class Skills:
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Listen
(Wis), Jump (Str), Ride (Dex),Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.

Brutal Attack {Ex}: If a Fighter's attack roll succeeds by 5 more more he deals an extra 1d8 damage this damage increases by 1d8 every 4th level thereafter. ( 2d8 at 4th 3d8 at 8th and so on to a max of 6d8 at 20th)

Unstoppable {Ex}: At 1st level, the Fighter can concentrate his power, turning himself into an unstoppable force once per day, plus one additional time per day every five levels thereafter (6th, 11th, 16th, and so on). This ability grants the character a bonus on his Strength check equal to his levels in the Fighter class to break or burst a door or item(see Breaking Open Doors in Chapter 4: Skills and Breaking Items in Chapter 8: Combat in the Player's Handbook). As a special use of this ability, the Fighter can attempt to break a wall of force (Strength DC 32, and the character applies his unstoppable bonus to this check as well). Alternatively, the Fighter can apply the bonus to a single attack roll.

Combat Mastery {Ex}: A Fighter is a more competant combantant than other classes. If the Fighter has the Dodge feat, or the Weapon Focus feat, the bonus from it increases by 1 for every 4th base attack bonus.. The Weapon Specialization bonus damage is increased by 1 for every 2nd base attack bonus. At 8th level a Fighter has no maximum dexterity modifier to his armor.

Flanker {Ex}: A Fighter can flank enemies from seemingly impossible angles. He can designate any adjacent square as the square from which flanking against an ally is determined (including the square where he stands, as normal). He may designate the square at the beginning of her turn or at any time during her turn. The designated square remains his effective square for flanking until he is no longer adjacent to it or until
he chooses a different square (at the start of one of his turns). The character can even choose a square that is impassable or occupied.

War-Worn Presence {Ex}: When wearing armor, a Fighter gains a +4 on Intimidate checks against any opponent that can see him. In addition, as a swift action the Fighter can use an Intimidate check to demoralize his opponents, the opponent is shaken for 1d4 rounds plus 1 round per point of the Fighter’s Charisma modifier.

Brutality {Ex}: At 2nd level, when a Fighter gets a successful Brutal Strike on a target, he may select one from the following effects to add on to the damage he deals on that particular attack depending on how many Brutal Strike dice he is able to use.
1d8:
The target also is shaken for 1d4 rounds. This ability does not stack with itself or any other form of shaken, frightened or panicked.
The target takes Brutal strike damage for the next 3 rounds.
2d8:
The target is immobilized for 1 round.
The target also takes 2 Strength, Dexterity, or Constitution damage.
The target is sickened for 1d4 rounds. This ability does not stack with itself or any other form of sickened or nauseated.
3d8:
The target is Staggered for 1 round, and suffers -2 to AC and reflex saves for 2 rounds.
The target also takes 2 Intelligence, Wisdom or Charisma damage.
The Fighter gives himself a deflection bonus to AC equal to the number of dice used for Brutal Attack for a full round.
4d8:
The target is knocked back 5 feet. This movement provokes attacks of opportunity.
The Fighter instead of dealing the extra damage to the target, heals himself for the Brutal Attack amount.
The target is confused for 1d3 rounds.
5d8:
The target also takes 4 Strength, Dexterity, or Constitution damage.
The target is Dazed for 2 rounds.
The target is blinded for 1d4 rounds.
6d8:
The target also takes 4 Intelligence, Wisdom, or Charisma damage.
The target is also paralyzed for 1d3 rounds.

Interpose {Ex}: At 3rd level a Fighter gains this ability, usable a number o times per day equal to his wisdom modifer plus 3, increasing by one additional time for every 3rd level afterwards. When an enemy threatens him in melee and makes a successful attack against an adjacent ally of his, the Fighter may take the damage (and other effects) of the blow as if he had been hit instead

Shrug off Punishment {Ex}: At 3rd level a Fighter can as a Swift action gain a number of bonus temporary Hit Points, equal to twice his fighter level. A Fighter may only do this once per encounter and these bonus hit points last a maximum of 4 rounds or untill these temporary hit points are damaged

Unmovable {Ex}: At 3rd level, the Fighter
can concentrate his power, making himself unmovable once per day, plus one additional time per day every five levels thereafter (8th, 13th, 18th, and so on). This power grants the character a bonus on any one
of the following equal to his levels in the Fighter class:
• A grapple check made to avoid being grabbed with the
improved grab ability.
• A Strength check to avoid the effects of a bull rush, trip
attempt, or similar effect.
• A Strength check against any effect that would move
the character either physically or magically.
• Any one saving throw.
If an effect that would move the character either physically or magically does not normally allow a saving throw, the Fighter can use this ability to
gain a Will saving throw. He still gains half the bonus on the saving throw in such a case.

Second Wind {Ex}: At 3rd level, a Fighter has become hardened against the horror and din of battle and the debilitating effects of spells and is able to shrug off some wounds and detrimental conditions. As a swift action a fighter can heal himself for 2 times his Con modifier as well as remove any and all of the following status effects; Dazzled, Fatigued, Exhausted, Shaken, Frightened, Panicked, Sickened, and Nauseated. A fighter may enact second wind a number of times per day equal to his constitution modifier, though at least 15 rounds must pass in between each use.

Defensive Shield {Ex}: Starting at 4th level, whenever a Fighter fights defensively, he provides up to two adjacent allies with a +2 dodge bonus to Armor Class, though their attack rolls do not take the normal –4 penalty (but his attack rolls still do). The dodge bonus to the Fighter's as well as his allies increases by +1 for every 6th level after 4th.

Delayed Cleave {Ex}: Starting at 5th level, if the last creature a
Fighter hit in melee is dropped by someone other than him, and the Fighter still threatens that creature’s square, he may make a cleave attack as an attack of opportunity. All normal restrictions on cleave attempts and attacks of opportunity apply

Thick Skinned {Ex}: At 5th level, the Fighter learns to ignore the minor nicks and cuts of battle, gaining damage reduction 3/–. This does not
stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, the Damage Reduction feat, and
this ability itself. The damage reduction improves by 3 points every five levels thereafter (10th. 15th, 20th, and so on). In addition the Fighter gains a +3 bonus to his Natural Armor, this increases by +1 every 5th level thereafter.

Enduring {Ex}: At 5th level a Fighter is immune to Exhaustion and any effects that casue the Exhuasted condition are lessened to fatgiued. At 11th level he is immune to the Fatigued condition.

Unbalancing Blow {Ex}: Starting at 6th level, a Fighter can use a standard action to make a strategic melee attack against an enemy. If the attack succeeds, in addition to dealing regular damage, the blow unbalances the target so much that it provokes attacks of opportunity from creatures threatening its square.

Vigilant Bulwark{Ex}: At 6th level, all squares that the Fighter threatens is treated as difficult terrain. His strict vigilance and active defensive maneuvers force his opponents to move with care. Creatures must pay double movement cost to move through squares of difficult terrain, and cannot run, charge, or make 5-foot steps through difficult terrain. This applies even to opponents who can normally ignore difficult terrain, as it is the Fighter and not the terrain itself that is the difficult part. As a secondary effect, opponents who attempt to tumble by the fighter to avoid Attacks of Opportunity, find that it much harder than otherwise, a Fighter adds his 5+ 1/2 his class level to the tumble DC. In addition, any opponent who moves through a Fighter’s threatened area and is successfully hit with an attack of opportunity is halted and can move no further that round.

Reciprocal Strike {Ex}: An 8th-level Fighter can make an attack of opportunity (subject to normal restrictions) against a foe that successfully attacks an ally and deals damage. He can use this ability three times per day, Plus an additional time per day for every 4th level thereafter.

Uncanny Dodge {Ex}: Starting at 7th level, a Fighter can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized.

If a Fighter already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead

Combat Training {Ex}: A fighter selects one weapon group from among the following Axes, Swords, Maces, Spears, Poleaxes, Polearms, Bows, Crossbows, or Thrown. He gains a +1 competance bonus to attacks while welding such a weapon. Every 3rd level thereafter he may seleclt an additional weapon group, In addition the bonus to his previously selected weapon groups increase by 1.

Mobile Combantant {Ex}: At 8th level the Fighter can make a full attack action as a standard action.

Fortification {Ex}: A Fighter can as a free action make an opposed attack roll against a Critical hit, If the Fighter's attack roll is higher than his opponents, the critical hit is negated.

Strategist{Ex}: At 9th level a Fighter adds his Intelligence bonus, if any, to the following; AC against attacks of opportunity, his own Attacks of opportunity, confirmation of critical hits, and attacks against flanked opponents. In addition he gains this this number to his initiative rolls.

Unflinching {Ex}: A 10th level a Fighter gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by +1 every 5th level thereafter.

Precision {Ex}: At 10th level as a swift or immediate action a fighter can gain a +5 insight bonus to one attack. The fighter must wait 5 rounds before enacting this ability again.

Uncanny Dodge Enabler {Ex}: The Fighter can at 11th level extend the features of his uncanny dodge ability to include any one ally he designates within 5 feet of him (he can designate a creature or change designations as a free action once per round). The ally gains this ability untill the end of the round. The Fighter can select an additional ally every three levels thereafter 14th, 17th, 20th, and so on). If the Fighter has Improved Uncanny Dodge he enables that.

Furious Assault {Ex}: At 11th level a Fighter has the option to take a -3 penalty on all weapon attacks. A successfull attack with this penalty deals an extra 2 points of damage per Fighter level.

Improved Uncanny Dodge {Ex}:
A Fighter of 12th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Freedom of Movement {Ex}: at 13th level the Fighter acts as though under the continuous effects of a freedom of movement spell. though creatures with a higher Base Attack Bonus than the Fighter can still grapple him as normal.

Penetrate {Ex}: At 13th level the fighter ignores 1 point of AC, plus an additional point for every 5th level, of the targets of his attacks. In addition the Fighter ignores double this amount of Damage reduction and hardness.

Unshakeable {Ex}: At 14th level the Fighter is immune to fear effects.

Stalwart {Ex}: A Fighter who successfully save against an ability, spell, attack or any other detrimental aggressor that allows a save for a lesser effect, instead suffers no effect.

Battle Perception{Ex}: At 15th level, you gain True Seeing, as per the spell, regarding any foes you have successfully hit and/or damage. The range is limited to 10 Feet plus 5ft pet three fighter levels (rounded down)

Heroic Action {Ex}: At 16th level the Fighter gains either a bonus Swift or Immediate action each round. This must be chosen upon attaining this ability and may never be changed.

Fortitude {Ex}: At 17th level a Fighter can as an Immediate action become invulnerable to all detrimental effects that would cause him bodily harm. Becomming complete immune to HP damage, ability score loss, negative levels, death effects, abilities that change his form, abilities that cause him to be sickened or nauseated, Dazing or being stunned. The Fighter must wait 5 rounds before enacting this ability again.

Heroic Surge {Ex:} At 19th level a Fighter can surge forth,as a swift action, in a burst of grace, speed and power a numer of times per day equal to his consitution modifier. This surge acts like the spell Time Stop, except nothing is immune to your attacks.

Avatar of War {Ex} At 20th level a fighter is a veritible living battle god. He gains 1 additional attack at his maximum base attack bonus, gains a +2 bonus to his Strength, Dexterity and Constitution. In addition he STILL NEEDED A COOL CAPSTONE

Tanuki Tales
2012-12-05, 10:44 PM
So...

What exactly is your aim with this Fighter fix? You might have pushed the Fighter to Tier 4 (only gave a cursory glance and I want to know your project goal first), but that's it.

ngilop
2012-12-05, 11:18 PM
Im not really aiming for a 'tier' really Just trying to make a fighter that is actually able ot be good at melee (hopefully the best melee barring the druid wildshape) as wella s some outside combat uses.

I guess if you want a 'tier' juxtaposation I woudl love for this to be around ther 'tier 4/'tier' 3 border line.

for me I am looking at. In the real world what we are, as a race, capable of performing is up to 5-7th level. SO I wanted the higher level fighter to reflect that, being able to perform actions that are beyond our own capabilities, the higher you go of course the more outrageous they become, though they are still grounded in the they come form skill/inner power/training and not from any sort of supernatural source.

I cultivated the abilites from teh Legendary dreadnaught and teh tacticle soldier form the epci level handbook and miniatures handbook respectively

as well as added in a couple of house rules that I use ( brutal strike and mobile combantant) as well as added in a couple that I fetl were needed

freedom of movment so fights don;t get shafted by 1st level spells

heroic action to help Fighters with their action economy

And stalwart to help fighters when they do actually make their saves 9 as every other class in teh world gets 2 good saves when you factor in ability bonuses whiel the fighter alwasy gets stuck with 1)


I do need a capstone though.

Grod_The_Giant
2012-12-06, 10:43 AM
Class Skills:
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Listen
(Wis), Jump (Str), Ride (Dex),Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Skills could use some improvement-- more skills and skill points alike.


Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.
I feel like allowing any bonus feat makes him much too attractive for dipping, especially for those first 2 levels...


Brutal Attack {Ex}: If a Figther's attack roll succeeds by 5 more more he deals an extra 1d4 damage this damage increases by 1d4 every 4th level, ( 2d4 at 4th 3d4 at 8th and so on to a max of 6d4 at 20th)
Not bad. Damage is on the low side, though... +15 damage at 20th level is pathetic). Maybe +1d6/4 levels? (as an added bonus, more people have those extra d6s).


Unstoppable {Ex}: At 1st level, the Fighter can concentrate his power, turning himself into an unstoppable force once per day, plus one additional
time per day every five levels thereafter (6th, 11th, 16th, and so on). This ability grants the character a bonus on his Strength check equal to his levels in the Fighter class to break or burst a door or item(see Breaking Open Doors in Chapter 4: Skills and Breaking Items in Chapter 8: Combat in the Player's Handbook). As a special use of this ability, the Fighter can attempt to break a wall of force (Strength DC 32, and the character applies his unstoppable bonus to this check as well). Alternatively, the Fighter can apply the bonus to a single attack roll.
Useful, but... feels more like a barbarian thing than a fighter thing, you know? Most of your class is devoted to protecting allies.


Flanker {Ex}: A Fighter can flank enemies from seemingly impossible angles. He can designate any adjacent square as the square from which flanking against an ally is determined (including the square where he stands, as normal). He may designate the square at the beginning of her turn or at any time during her turn. The designated square remains his effective square for flanking until he is no longer adjacent to it or until
he chooses a different square (at the start of one of his turns). The character can even choose a square that is impassable or occupied.
Useful.


Interpose {Ex}: A Fighter gains this ability, usable once per day, at
3rd level, increasing by one additional time for every 3rd level afterwards. When an enemy threatens him in melee and makes a successful attack against an adjacent ally of his, the Fighter may take the damage (and other effects) of the blow as if he had been hit instead
Excellent.


Shrug off Punishment {Ex}: At 3rd level a Fighter can as a Swift action gain 3 bonus temporary Hit Points, this amount increases by 3 every 3rd level thereafter. A Fighter may only do this once per encounter and these bonus hit points last a maximum of 4 rounds or untill these temporary hit points are damaged
This is... kind of useless, and, again, feels a bit more Barbarian-y. Now, if it was an AC bonus...


Unmovable {Ex}: At 3rd level, the Fighter
can concentrate his power, making himself unmovable once per day, plus one additional time per day every five levels thereafter (8th, 13th, 18th, and so on). This power grants the character a bonus on any one
of the following equal to his levels in the Fighter class:
• A grapple check made to avoid being grabbed with the
improved grab ability.
• A Strength check to avoid the effects of a bull rush, trip
attempt, or similar effect.
• A Strength check against any effect that would move
the character either physically or magically.
• Any one saving throw.
If an effect that would move the character either physically or magically does not normally allow a saving throw, the Fighter can use this ability to
gain a Will saving throw. He still gains half the bonus on the saving throw in such a case.
I hate hate hate abilities with a per day limit. How about being per encounter, or on a cooldown timer like dragon breath weapons? In any case:

Oddly specific. Why not all grapple checks to avoid being grappled?
Useful.
Not sure how many of those there are, but useful.
Way, way better than any of the other options.

How about, instead of listing off 4 separate uses, you make it "any opposed checks or saving throws made to resist being moved or affected by a combat maneuver?" Heck, if you leave off the general "saving throws" option you could probably ditch the limit on uses altogether...


Defensive Shield {Ex}: Starting at 4th level, whenever a Fighter fights defensively, he provides up to two adjacent allies with a +2 dodge bonus to Armor Class, though their attack rolls do not take the normal –4 penalty (but his attack rolls still do). The dodge bonus to the Fighter's as well as his allies increases by +1 for every 6th level after 4th.
Not too shabby, although it doesn't scale too well.


Delayed Cleave {Ex}: Starting at 5th level, if the last creature a Fighter hit in melee is dropped by someone other than him, and the Fighter still threatens that creature’s square, he may make a cleave attack as an attack of opportunity. All normal restrictions on cleave attempts and attacks of opportunity apply
Useful, I guess.


Thick Skinned {Ex}: At 5th level, the Fighter learns to ignore the minor nicks and cuts of battle, gaining damage reduction 3/–. This does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, the Damage Reduction feat, and
this ability itself. The damage reduction improves by 3 points every five levels thereafter (10th. 15th, 20th, and so on). In addition the Fighter gains a +3 bonus to his Natural Armor, this increases by +1 every 5th level thereafter.
Eh... ok, I guess, but, again, more barbarian-like...


Unbalancing Blow {Ex}: Starting at 6th level, a Fighter can use a standard action to make a strategic melee attack against an enemy. If the attack succeeds, in addition to dealing regular damage, the blow unbalances the target so much that it provokes attacks of opportunity from creatures threatening its square.
Very nice.


Reciprocal Strike {Ex}: An 8th-level Fighter can make
an attack of opportunity (subject to normal restrictions) against
a foe that successfully attacks an ally and deals
damage. He can use this ability three times per day, Plus an additional time per day for every 4th level thereafter.
I'd honestly just ditch the per/day uses on this ability. It's good, but not anywhere near that good.


Uncanny Dodge {Ex}: Starting at 7th level, a Fighter can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized.

If a Fighter already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead
3 levels late, but appreciated.


Combat Training {Ex}: A fighter selects one weapon group from among the following Axes, Swords, Maces, Spears, Poleaxes, Polearms, Bows, Crossbows, or Thrown. He gains a +1 competance bonus to attacks while welding such a weapon. Every 3rd level thereafter he may slecelt an additional weapon group, In addition the bonus to attack increase as well.
Useful, but comes online pretty late for what it does, and you need to specify how the attack bonus scales.


Mobile Combantant {Ex}: At 8th level the Fighter can make a full attack action as a standard action.
Standard but important.


Fortification {Ex}: A Fighter can as a free action make an opposed attack roll against a Critical hit, If the Fighter's attack roll is higher than his opponents, the critical hit is negated.
Nice!


Unflinching {Ex}: AT 10th level a Fighter gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by +1 every 5th level thereafter.
Paladins get immunity at 3... just saying. This is hideously weak.


Uncanny Dodge Enabler {Ex}: The Fighter can at 11th level extend the features of his uncanny dodge ability to include any one ally he designates within 5 feet of him (he can designate a creature or change designations as a free action once per round). The ally gains this ability untill the end of the round. The Fighter can select an additional ally every three levels thereafter 14th, 17th, 20th, and so on). If the Fighter has Improved Uncanny Dodge he enables that.
Nice idea, but awkward working-- particularly given that the point of uncanny dodge is to avoid surprise attacks. How about "he confers the benefit of his Uncanny Dodge ability to all allies within 30 feet?"


Improved Uncanny Dodge {Ex}:
A Fighter of 12th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Ok.


Freedom of Movement {Ex}: at 13th level the Fighter acts as though under the continuous effects of a freedom of movement spell. though creatures with a higher Base Attack Bonus than the Fighter can still grapple him as normal.
Ok.


Unshakeable {Ex}: At 14th level the Fighter is immune to fear effects.
See my earlier point about Unflinching.


Stalwart {Ex}: A Fighter who successfully save against an ability, spell, attack or any other detrimental aggressor that allows a save for a lesser effect, instead suffers no effect.
Reflex saves don't really make sense... Why not just give Mettle?


Heroic Action {Ex}: At 16th level the Fighter gaisn either a bonus Swift or Immediate action each round. This must be chosen upon attaining this ability and may never be changed.
Useful, I guess, though unless I'm missing something he doesn't have much to do with his swift and immediate actions.

danzibr
2012-12-06, 02:29 PM
Im not really aiming for a 'tier' really Just trying to make a fighter that is actually able ot be good at melee (hopefully the best melee barring the druid wildshape) as wella s some outside combat uses.
Ooh this is going to be difficult.

I might suggest making the bonus feats come from fighter list or some ToB stuff. I know the common fighter fix is warblade but... it doesn't have to be. Just leaves some options open.

As for a capstone, you could double their BAB. +40, hells yeah. More like +40/35/30/25/20/15/10/5. Now that'd be a fighter. Need some TWF feats to go with it.

Amechra
2012-12-06, 02:32 PM
BAB +40 would give an attack scheme of +40/+35/+30/+25.

The number of iterative attacks you can get is capped at 4.

In other words, you just doubled the amount that they can power attack for, and gave them a +20 to hit as their capstone.

danzibr
2012-12-06, 03:12 PM
BAB +40 would give an attack scheme of +40/+35/+30/+25.

The number of iterative attacks you can get is capped at 4.

In other words, you just doubled the amount that they can power attack for, and gave them a +20 to hit as their capstone.
I was joking, but in my joke I was also saying to get all those attacks, breaking the cap.

ngilop
2012-12-23, 10:56 PM
Ok while I am soo eccited that Morphbark actually reasd this class


im even more happy of the exposure and the fact that he seemed to like it.

I saw that he felt that this was supposed to be a tank,b ut really I just want the fighter the best roll a d20 and own your face with combat masterness.

so I added in some more offnesivce abilities as well as stole several abiltiy from Kenneth's (http://www.giantitp.com/forums/showthread.php?t=216996) fighter that Morph seemed to detest.

my capstone is still nowhere close to being done

a 20th level fighter is supposed to be the games Beowulf or gilgamesh or heracles.. I just do not know what else to put to be eual to what others classes can get.

ngilop
2012-12-24, 08:07 PM
Ok i added in some status effects stuffs based off of brutal strike and some other things


Still need something to put for his capstone and give an ability at level 18

nonsi
2012-12-25, 03:33 AM
It's not quick, but it's definitely dirty.
That Special column is an eye-poker.

Suggestion: combine features wherever it makes sense.

ngilop
2012-12-25, 01:04 PM
well at the time when I only had I think 7 or 8 abilities it was quick and dirty.

ive since done 5 or so revisions based upon feedbacka nd critiques from others.

What I am aiming for is a 'tier' 3, I guess, Fighter that is better at straight up combat than any other class or at least any non-druid class.

but also at least somewhat relevant in other situations

Zman
2012-12-25, 01:41 PM
This certainly isn't a quick and dirty fix. The class is extremely bloated, some of the abilities are worded poorly. Everything is aimed at throwing more and more power at the class, but what it really needs is some versatility.

Add Knowledge Dungeoneering to the class list. Allowing all feats make it even more Dip worthy. I'd do a d8 for brutal strike for ever 5 you exceed their AC, I don't like how it currently scales. Also, all of the trackable affects it now incurs will be a nightmare for a DM. Many of your abilities can be combined and should to ease cutter. Some if your abilities are now bordering supernatural, not exquisite training and martial perfection.

Only had time for a quick PEACH, but that is what stuck.