Blinkbear
2006-11-23, 08:00 PM
In the thread Fighter Balancing (http://www.giantitp.com/forums/showthread.php?t=28134) some other people from the boards here and I were (and still are) discussing how to balance fighters and/or making them more valuable for players. We came up with many ideas and I tried to put some of them into the following fighter variant. I will put a link to this thread here into the fighter balancing thread.
Please only comment on that fighter class variant, if you want to come up with alternative solutions how to balance and/or change fighters, please go to the fighter balance thread. THANK YOU!
Fighter Variant
This variant of the fighter base class tries to add both balance and flavor to the fighter base class. It tries to make fighter levels more worthy than just to take a few levels to get some bonus feats. This variant is NOT designed to solve balance issues in pvp battles, especially against arcane casters.
Alignment: Any
Hit Die: d10
Class Skills
The fighter's class skills (and the key ability for each skill) are Climb (STR), Craft (INT), Handle Animal (CHA), Intimidate (CHA), Jump (STR), Knowledge (Local) (INT), Knowledge (Royalty and Nobility) (INT), Profession (WIS), Ride (DEX), Swim (STR), Tumble (DEX).
Skill points at first level: (4 + INT-Modifier) x 4
Skill points at each additional level: 4 + INT-Modifier
The Fighter Variant
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1
|
+2
|
+0
|
+0
|Bonus Feat
2nd|
+2
|
+3
|
+0
|
+0
|Bonus Feat
3rd|
+3
|
+3
|
+1
|
+1
|Combat Lore
4th|
+4
|
+4
|
+1
|
+1
|Bonus Feat
5th|
+5
|
+4
|
+1
|
+1
|Combat Lore
6th|
+6/+1
|
+5
|
+2
|
+2
|Bonus Feat
7th|
+7/+2
|
+5
|
+2
|
+2
|Combat Lore
8th|
+8/+3
|
+6
|
+2
|
+2
|Bonus Feat
9th|
+9/+4
|
+6
|
+3
|
+3
|Combat Lore
10th|
+10/+5
|
+7
|
+3
|
+3
|Bonus Feat
11th|
+11/+6/+1
|
+7
|
+3
|
+3
|Combat Lore
12th|
+12/+7/+2
|
+8
|
+4
|
+4
|Bonus Feat
13th|
+13/+8/+3
|
+8
|
+4
|
+4
|Combat Lore
14th|
+14/+9/+4
|
+9
|
+4
|
+4
|Bonus Feat
15th|
+15/+10/+5
|
+9
|
+5
|
+5
|Combat Lore
16th|
+16/+11/+6/+1
|
+10
|
+5
|
+5
|Bonus Feat
17th|
+17/+12/+7/+2
|
+10
|
+5
|
+5
|Combat Lore
18th|
+18/+13/+8/+3
|
+11
|
+6
|
+6
|Bonus Feat
19th|
+19/+14/+9/+4
|
+11
|
+6
|
+6
|Combat Lore
20th|
+20/+15/+10/+5
|
+12
|
+6
|
+6
|Bonus Feat
[/table]
Class Features:
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.
Combat Lore
Starting at third level and continuing at every odd level (5., 7., 9., 11., 13., 15., 17., 19.) a fighter can select a Combat Lore from the following list. Abilities gained from this class feature do never go away in antimagic fields, nor do they are affected by the form the fighter is in, including those acquired through polymorph effects. The Combat Lore Abilites resemble the enorm combat skill that fighters have and that distinguishes them from the members of other character classes. Combat Lore Abilities are (and should stay) restricted to members of the fighter class. Some of the Combat Lore Abilities have a minimum fighter level to take it as a prerequesite, when no minimum level is given it is assumed 3 (the first level where you select a Combat Lore Ability).
Leaping Cleave
Normally you can not take a five foot step between cleave attacks. This ability allows you to make one (and only one in this round) five foot step between two of your attacks. Obviously that only gives a benefit to those who already have the "cleave" feat, though it is not a prerequisite.
Charge Expert
You learned how to charge in a way to still defend yourself. You don't have to accept the -2 penalty to your armor class.
Lion's Charge Minimum fighter level: 11
After making a charge you can still make a full attack action. You have to do it after your movement and are not allowed a further 5-foot-step this round. The +2 bonus that normally applies to your one attack roll, now applies to your first attack. Each other attack roll you make in this full attack is at a -2 penalty because you have to become stable after rushing into the enemy.
Master all Weapons Minimum fighter level: 9
You can wield all weapons (even improvised) that are suited for your size without penalty. This ability does not give you the proficiency with a specific weapon or weapon group, it only eliminates the penalty, so this ability can not fulfill a proficiency requirement for a prestige class or similar.
Weapon Group Focus Minimum fighter level: 5
You can use your knowledge and skill with one specific weapon (one you already got weapon focus in) for a whole group of similar weapons. Here are some suggestions, you should discuss the list with your DM:
- Swords and Sabers
- Axes
- Hammers, Clubs and Maces
or:
- All Slashing Weapons
- All Bludgeoning Weapons
- All Piercing Weapons
Weapon Group Specialisation Minimum fighter level: 7
This works just like "Weapon Group Focus", just replace "Weapon Focus" with "Weapon Specialisation".
Weapon Group Focus, Greater Minimum fighter level: 9
This works just like "Weapon Group Focus", just replace "Weapon Focus" with "Greater Weapon Focus".
Weapon Group Specialization, Greater Minimum fighter level: 13
This works just like "Weapon Group Focus", just replace "Weapon Focus" with "Greater Weapon Specialization".
Fast Learner
When you take this Combat Lore Ability, you can add your INT-Modifier to your fighter level to determine if you can select a Combat Lore Ability or not. Some Combat Lore Abilities may still only work in combination with feats that require a higher fighter level.
Initiative Mastery
You can add double your dexterity modifier to initiative checks instead of only one time. The in this way added value (one time your dexterity modifier) may not exceed one half your class level (round down).
Hard to fool
You are trained in sensing what your enemy does next. You add a +4 bonus to sense motive checks made to avoid being feinted and a +2 dodge bonus to your touch AC against attacks that initiate a special attack (e.g. grapple).
Hard to frighten
You are able to suppress your instinct in certain situations. You add your intelligence modifier to will saves against fear effects. You also get a bonus to such effects equal to one fourth your fighter level (round down, minimum 0).
Practise over Talent
You are practicing very hard and are able to do maneuvers as if you would have higher physical ability. When determining if you meet the prerequisites for a fighter feat, you can replace your current ability score in DEX, STR or CON with 10 + your fighter level. You can not use this feat to emulate highter ability scores in mental abilities, nor do you gain any other effect related with your so generated physical ability score.
Parry Magic
You trained to better resist spellcasters and those who wield spell-like abilities. Once per day per four fighter levels (round down) you can perform a cunning parry with a weapon against magical effects: When you are directly targeted with a magical effect and you are wielding a melee weapon you have weapon focus in, you can try to intervene immediately: You make an attack roll with this weapon - with all appropriate modifiers (power attack, expertise etc.) opposed by a caster level check (1d20+caster level) of your opponent. When your opponent wins you failed to parry. If you win the opposed check you deflect the effect as if noone had thrown it to you. Your weapon does not take damage from this. You can use this ability against all spells or spell like abilities that are targeted directly against you and which are NOT melee touch attacks. It has NO effect on area spells. It also has NO effect created effects that attack you like summoned creatures or that somehow hinder you and are not targeted directly at you, like forcecage. You can NOT use this ability when flat-footed. Using the ability counts as an immediate action. Note: The magical effects do NOT backfire at the caster.
[hr]
The list of Combat Lore Abilities will grow constantly: I will put new ones into this first post and make a small post to mention the change.
PLEASE COMMENT :-) Much of the stuff needs further balancing and we need many additional combat lore abilities. So, DISCUSS!
Please only comment on that fighter class variant, if you want to come up with alternative solutions how to balance and/or change fighters, please go to the fighter balance thread. THANK YOU!
Fighter Variant
This variant of the fighter base class tries to add both balance and flavor to the fighter base class. It tries to make fighter levels more worthy than just to take a few levels to get some bonus feats. This variant is NOT designed to solve balance issues in pvp battles, especially against arcane casters.
Alignment: Any
Hit Die: d10
Class Skills
The fighter's class skills (and the key ability for each skill) are Climb (STR), Craft (INT), Handle Animal (CHA), Intimidate (CHA), Jump (STR), Knowledge (Local) (INT), Knowledge (Royalty and Nobility) (INT), Profession (WIS), Ride (DEX), Swim (STR), Tumble (DEX).
Skill points at first level: (4 + INT-Modifier) x 4
Skill points at each additional level: 4 + INT-Modifier
The Fighter Variant
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1
|
+2
|
+0
|
+0
|Bonus Feat
2nd|
+2
|
+3
|
+0
|
+0
|Bonus Feat
3rd|
+3
|
+3
|
+1
|
+1
|Combat Lore
4th|
+4
|
+4
|
+1
|
+1
|Bonus Feat
5th|
+5
|
+4
|
+1
|
+1
|Combat Lore
6th|
+6/+1
|
+5
|
+2
|
+2
|Bonus Feat
7th|
+7/+2
|
+5
|
+2
|
+2
|Combat Lore
8th|
+8/+3
|
+6
|
+2
|
+2
|Bonus Feat
9th|
+9/+4
|
+6
|
+3
|
+3
|Combat Lore
10th|
+10/+5
|
+7
|
+3
|
+3
|Bonus Feat
11th|
+11/+6/+1
|
+7
|
+3
|
+3
|Combat Lore
12th|
+12/+7/+2
|
+8
|
+4
|
+4
|Bonus Feat
13th|
+13/+8/+3
|
+8
|
+4
|
+4
|Combat Lore
14th|
+14/+9/+4
|
+9
|
+4
|
+4
|Bonus Feat
15th|
+15/+10/+5
|
+9
|
+5
|
+5
|Combat Lore
16th|
+16/+11/+6/+1
|
+10
|
+5
|
+5
|Bonus Feat
17th|
+17/+12/+7/+2
|
+10
|
+5
|
+5
|Combat Lore
18th|
+18/+13/+8/+3
|
+11
|
+6
|
+6
|Bonus Feat
19th|
+19/+14/+9/+4
|
+11
|
+6
|
+6
|Combat Lore
20th|
+20/+15/+10/+5
|
+12
|
+6
|
+6
|Bonus Feat
[/table]
Class Features:
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.
Combat Lore
Starting at third level and continuing at every odd level (5., 7., 9., 11., 13., 15., 17., 19.) a fighter can select a Combat Lore from the following list. Abilities gained from this class feature do never go away in antimagic fields, nor do they are affected by the form the fighter is in, including those acquired through polymorph effects. The Combat Lore Abilites resemble the enorm combat skill that fighters have and that distinguishes them from the members of other character classes. Combat Lore Abilities are (and should stay) restricted to members of the fighter class. Some of the Combat Lore Abilities have a minimum fighter level to take it as a prerequesite, when no minimum level is given it is assumed 3 (the first level where you select a Combat Lore Ability).
Leaping Cleave
Normally you can not take a five foot step between cleave attacks. This ability allows you to make one (and only one in this round) five foot step between two of your attacks. Obviously that only gives a benefit to those who already have the "cleave" feat, though it is not a prerequisite.
Charge Expert
You learned how to charge in a way to still defend yourself. You don't have to accept the -2 penalty to your armor class.
Lion's Charge Minimum fighter level: 11
After making a charge you can still make a full attack action. You have to do it after your movement and are not allowed a further 5-foot-step this round. The +2 bonus that normally applies to your one attack roll, now applies to your first attack. Each other attack roll you make in this full attack is at a -2 penalty because you have to become stable after rushing into the enemy.
Master all Weapons Minimum fighter level: 9
You can wield all weapons (even improvised) that are suited for your size without penalty. This ability does not give you the proficiency with a specific weapon or weapon group, it only eliminates the penalty, so this ability can not fulfill a proficiency requirement for a prestige class or similar.
Weapon Group Focus Minimum fighter level: 5
You can use your knowledge and skill with one specific weapon (one you already got weapon focus in) for a whole group of similar weapons. Here are some suggestions, you should discuss the list with your DM:
- Swords and Sabers
- Axes
- Hammers, Clubs and Maces
or:
- All Slashing Weapons
- All Bludgeoning Weapons
- All Piercing Weapons
Weapon Group Specialisation Minimum fighter level: 7
This works just like "Weapon Group Focus", just replace "Weapon Focus" with "Weapon Specialisation".
Weapon Group Focus, Greater Minimum fighter level: 9
This works just like "Weapon Group Focus", just replace "Weapon Focus" with "Greater Weapon Focus".
Weapon Group Specialization, Greater Minimum fighter level: 13
This works just like "Weapon Group Focus", just replace "Weapon Focus" with "Greater Weapon Specialization".
Fast Learner
When you take this Combat Lore Ability, you can add your INT-Modifier to your fighter level to determine if you can select a Combat Lore Ability or not. Some Combat Lore Abilities may still only work in combination with feats that require a higher fighter level.
Initiative Mastery
You can add double your dexterity modifier to initiative checks instead of only one time. The in this way added value (one time your dexterity modifier) may not exceed one half your class level (round down).
Hard to fool
You are trained in sensing what your enemy does next. You add a +4 bonus to sense motive checks made to avoid being feinted and a +2 dodge bonus to your touch AC against attacks that initiate a special attack (e.g. grapple).
Hard to frighten
You are able to suppress your instinct in certain situations. You add your intelligence modifier to will saves against fear effects. You also get a bonus to such effects equal to one fourth your fighter level (round down, minimum 0).
Practise over Talent
You are practicing very hard and are able to do maneuvers as if you would have higher physical ability. When determining if you meet the prerequisites for a fighter feat, you can replace your current ability score in DEX, STR or CON with 10 + your fighter level. You can not use this feat to emulate highter ability scores in mental abilities, nor do you gain any other effect related with your so generated physical ability score.
Parry Magic
You trained to better resist spellcasters and those who wield spell-like abilities. Once per day per four fighter levels (round down) you can perform a cunning parry with a weapon against magical effects: When you are directly targeted with a magical effect and you are wielding a melee weapon you have weapon focus in, you can try to intervene immediately: You make an attack roll with this weapon - with all appropriate modifiers (power attack, expertise etc.) opposed by a caster level check (1d20+caster level) of your opponent. When your opponent wins you failed to parry. If you win the opposed check you deflect the effect as if noone had thrown it to you. Your weapon does not take damage from this. You can use this ability against all spells or spell like abilities that are targeted directly against you and which are NOT melee touch attacks. It has NO effect on area spells. It also has NO effect created effects that attack you like summoned creatures or that somehow hinder you and are not targeted directly at you, like forcecage. You can NOT use this ability when flat-footed. Using the ability counts as an immediate action. Note: The magical effects do NOT backfire at the caster.
[hr]
The list of Combat Lore Abilities will grow constantly: I will put new ones into this first post and make a small post to mention the change.
PLEASE COMMENT :-) Much of the stuff needs further balancing and we need many additional combat lore abilities. So, DISCUSS!