The Boz
2013-04-19, 06:43 PM
For those players that feel that Fighter is somewhat lacking in certain circumstances, here's a quick and simple fix that's easy to apply.
Note: I only listed changes here. The rest of the fighter functions exactly as it does right now.
The Fighter Fix
A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects.
- Robert A. Heinlein, Time Enough For Love
Skill Ranks Per Level: 4 + Int modifier
Fighter Fix:
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Class Feature
1st|
+1|
+2|
+0|
+0|Bonus Feat, Career, Resilience
2nd|
+2|
+3|
+0|
+0|Bonus Feat, Improvise
3rd|
+3|
+3|
+1|
+1|Armor Training, Quick Study
4th|
+4|
+4|
+1|
+1|Bonus Feat, Armored Skin
5th|
+5|
+4|
+1|
+1|Weapon Training, Shake It Off
6th|
+6|
+5|
+2|
+2|Bonus Feat, Aggressive Charge
[/table]
The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis). Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
(Heal has been added as a class skill)
Career: At level 1, a Fighter chooses one of the various possible careers that he pursued earlier in life. This choice can not be changed.
Burglar - Gains Disable Device and Stealth as class skills.
Diplomat - Gains Diplomacy and Knowledge (nobility) as class skills.
Entertainer - Gains Acrobatics and Perform as class skills.
Gambler - Gains Bluff and Sleight of Hand as class skills.
Historian - Gains Knowledge (history) and Knowledge (local) as class skills.
Mageling - Gains Knowledge (arcana) and Use Magic Device as class skills.
Mercenary - Gains Appraise and Sense Motive as class skills.
Scout - Gains Knowledge (nature) and Perception as class skills.
Spy - Gains Disguise and Escape Artist as class skills.
Preacher - Gains Knowledge (planes) and Knowledge (religion) as class skills.
Wanderer - Gains Knowledge (geography) and Linguistics as class skills.
Resilience: At level 1, a fighter chooses either Reflex or Will saving throws to gain the good save progression. This choice can not be changed.
Improvise: A fighter of 2nd level and higher can use broken equipment with minimal penalties. The penalties for a weapon that the fighter is proficient with are reduced to -1 for both attack and damage, and further critical hit limitation does not occur. The penalties for a broken shield or a suit of armor is reduced to -1 for AC, while increasing the armor penalty by 1. For repair checks of equipment he is proficient with, the fighter gains a bonus equal to half his level.
Quick Study: When checking to see if the fighter qualifies for a feat that has a BAB requirement, treat the fighter's BAB as 1 higher than it actually is. The effect of this ability, gained at level 3, increases by 1 at levels 6, 9, 12, 15 and 18.
Armored Skin: At 4th level, the fighter has learned to angle his armor in just the right way in order to absorb blows. He gains damage reduction 1 against all physical attacks when wearing light armor, 2 when wearing medium armor, and 3 when wearing heavy armor. Weapons that have an enchantment higher than the armor's enchantment will bypass this damage reduction. This damage reduction does not function in situations in which the fighter loses his armor or dexterity bonus to AC.
Shake It Off: After a fighter fails a saving throw against an ability which causes a condition, he can spend a move action on his following turn and try the saving throw again. He is only given this one additional chance. Conditions affected are Shaken, Fatigued, Dazzled, Sickened and Deafened.
Aggressive Charge: When a 6th level fighter charges a creature that is within his movement speed, he can instead perform an Aggressive Charge. The fighter gains no charge bonuses on this action, and he takes a -4 penalty to his AC until the start of his next turn, but he can perform a full attack against his target.
And there we have it. Skill points make him as smart as a barbarian, he learns a couple of new skills in a fluffy way, one of his saves gets a boost which replaces the bravery bonus, he gets a bit tiny bit tankier in combat, he can pounce without feat expenditure, and then gains a few really small but really neat perks, just so he can feel good about himself.
Any thoughts or comments? Please, I want some feedback on this.
Note: I only listed changes here. The rest of the fighter functions exactly as it does right now.
The Fighter Fix
A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects.
- Robert A. Heinlein, Time Enough For Love
Skill Ranks Per Level: 4 + Int modifier
Fighter Fix:
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Class Feature
1st|
+1|
+2|
+0|
+0|Bonus Feat, Career, Resilience
2nd|
+2|
+3|
+0|
+0|Bonus Feat, Improvise
3rd|
+3|
+3|
+1|
+1|Armor Training, Quick Study
4th|
+4|
+4|
+1|
+1|Bonus Feat, Armored Skin
5th|
+5|
+4|
+1|
+1|Weapon Training, Shake It Off
6th|
+6|
+5|
+2|
+2|Bonus Feat, Aggressive Charge
[/table]
The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis). Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
(Heal has been added as a class skill)
Career: At level 1, a Fighter chooses one of the various possible careers that he pursued earlier in life. This choice can not be changed.
Burglar - Gains Disable Device and Stealth as class skills.
Diplomat - Gains Diplomacy and Knowledge (nobility) as class skills.
Entertainer - Gains Acrobatics and Perform as class skills.
Gambler - Gains Bluff and Sleight of Hand as class skills.
Historian - Gains Knowledge (history) and Knowledge (local) as class skills.
Mageling - Gains Knowledge (arcana) and Use Magic Device as class skills.
Mercenary - Gains Appraise and Sense Motive as class skills.
Scout - Gains Knowledge (nature) and Perception as class skills.
Spy - Gains Disguise and Escape Artist as class skills.
Preacher - Gains Knowledge (planes) and Knowledge (religion) as class skills.
Wanderer - Gains Knowledge (geography) and Linguistics as class skills.
Resilience: At level 1, a fighter chooses either Reflex or Will saving throws to gain the good save progression. This choice can not be changed.
Improvise: A fighter of 2nd level and higher can use broken equipment with minimal penalties. The penalties for a weapon that the fighter is proficient with are reduced to -1 for both attack and damage, and further critical hit limitation does not occur. The penalties for a broken shield or a suit of armor is reduced to -1 for AC, while increasing the armor penalty by 1. For repair checks of equipment he is proficient with, the fighter gains a bonus equal to half his level.
Quick Study: When checking to see if the fighter qualifies for a feat that has a BAB requirement, treat the fighter's BAB as 1 higher than it actually is. The effect of this ability, gained at level 3, increases by 1 at levels 6, 9, 12, 15 and 18.
Armored Skin: At 4th level, the fighter has learned to angle his armor in just the right way in order to absorb blows. He gains damage reduction 1 against all physical attacks when wearing light armor, 2 when wearing medium armor, and 3 when wearing heavy armor. Weapons that have an enchantment higher than the armor's enchantment will bypass this damage reduction. This damage reduction does not function in situations in which the fighter loses his armor or dexterity bonus to AC.
Shake It Off: After a fighter fails a saving throw against an ability which causes a condition, he can spend a move action on his following turn and try the saving throw again. He is only given this one additional chance. Conditions affected are Shaken, Fatigued, Dazzled, Sickened and Deafened.
Aggressive Charge: When a 6th level fighter charges a creature that is within his movement speed, he can instead perform an Aggressive Charge. The fighter gains no charge bonuses on this action, and he takes a -4 penalty to his AC until the start of his next turn, but he can perform a full attack against his target.
And there we have it. Skill points make him as smart as a barbarian, he learns a couple of new skills in a fluffy way, one of his saves gets a boost which replaces the bravery bonus, he gets a bit tiny bit tankier in combat, he can pounce without feat expenditure, and then gains a few really small but really neat perks, just so he can feel good about himself.
Any thoughts or comments? Please, I want some feedback on this.