Ninjadeadbeard
2013-06-04, 10:46 PM
Been sitting on this a while. A Fighter Fix I was gonna use for my group. Haven't gotten to test it yet though due to real-life. Until then, I figured I'd put it up and see what people think of it. If a feature feels similar to one posted before, it probably was, but it's been so long I forgot where the inspiration came from. Please let me know in that case so I can give credit.
And without further ado:
http://img.photobucket.com/albums/v253/Lhiannan_Shee/DwarfWarrior.jpg?t=1259940176
The Fighter
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+2|It is not the Gear +1, Multidisciplinarian, Giant Strength 1, Bonus Feat, Double Time!
2nd|+2|+3|+3|+3|Matter over Mind, Bonus Feat
3rd|+3|+3|+3|+3|It is not the Gear +2, Mind if I Cut in?
4th|+4|+4|+4|+4|Bonus Feat
5th|+5|+4|+4|+4|It is not the Gear +3, Giant Strength 2, Cutting Blow
6th|+6/+1|+5|+5|+5|Bonus Feat
7th|+7/+2|+5|+5|+5|It is not the Gear +4, Steady
8th|+8/+3|+6|+6|+6|Mettle, Bonus Feat
9th|+9/+4|+6|+6|+6|It is not the Gear +5, Giant Strength 3
10th|+10/+5|+7|+7|+7|Bonus Feat
11th|+11/+6/+1|+7|+7|+7|It is not the Gear +6, RALLY!
12th|+12/+7/+2|+8|+8|+8|Bonus Feat
13th|+13/+8/+3|+8|+8|+8|It is not the Gear +7, Giant Strength 4
14th|+14/+9/+4|+9|+9|+9|Bonus Feat
15th|+15/+10/+5|+9|+9|+9|It is not the Gear +8
16th|+16/+11/+6/+1|+10|+10|+10|Bonus Feat
17th|+17/+12/+7/+2|+10|+10|+10|It is not the Gear +9, Giant Strength 5
18th|+18/+13/+8/+3|+11|+11|+11|Bonus Feat
19th|+19/+14/+9/+4|+11|+11|+11|It is not the Gear +10
20th|+20/+15/+10/+5|+12|+12|+12|Lord of War, Bonus Feat
[/table]
Alignment: Any
Hit Die: 1d10
Starting Gold: Same as Fighter
Class Skills:
Climb (Str), Craft (Int), Handle Animal (Cha), Listen (Wis), Spot (Wis), Intimidate (Cha), Knowledge (Geography, History, Nobility, Architecture)(Int), Jump (Str), Ride (Dex), 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: The Fighter is proficient with all Simple and Martial Weapons, as well as a number of Exotic Weapons equal to the Fighter's Intelligence Modifier. She is proficient with all light, medium and heavy armor, as well as all shields, including tower shields.
It is Not the Gear: The Fighter is more than a suit of armor and a couple of measly weapons. The Fighter is a veteran of warfare, and a master of its associated tools. As indicated on the Fighter Table, the Fighter receives an enhancement bonus to their armor, if any, and a number of weapons equal to her Intelligence Modifier, one minimum. She may replace one weapon with another by spending an hour practicing with the new weapon. The enhancement bonus is untyped, and stacks with other enhancement bonuses. It is applied to Attack and Damage with the Fighter's Weapons, and the Armor Class bonus of her armor. Any armor the Fighter wears gains an equal bonus in Damage Reduction.
Multidisciplinarian: Skill is not the sole province of slinking thieves. The Fighter chooses four non-class skills. These become Class Skills for the Fighter, and she gains a permanent +3 untyped bonus to these four skills. If the Fighter selects skills that are class skills for another class the Fighter belongs to, the selected skill(s) gain the untyped bonus.
Giant Strength: What equals power? Power equals power, and the Fighter is a master of applying a particular sort of power. At 1st level and every fourth level thereafter, the Fighter is considered one size category larger whenever she is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts). The Fighter is also considered to be larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect her. The benefits of this ability do not stack with the effects of powers, abilities and spells that effect size category.
Bonus Feat: 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.
Double Time: Strength is not the only thing going for the Fighter. She should also have the fleetness of foot to carry her to the battle. The Fighter may spend a Swift Action to gain another Move action. At level 10 the Fighter may use a Free Action to gain a Move Action, though she can only gain one such Move Action per turn using this ability.
Matter over Mind: Sometimes the mere knowledge that you are incontestable in raw might can have a powerful influence on one's mental status. The Fighter may replace her Will Saves with Concentration Checks.
Mind if I Cut in?: There is no greater love than this; to lay down one's life for one's friends. The Fighter may use Double Time as an Immediate Action. If she ends Double Time's Move Action occupying the same square as an ally, she may reposition them to any empty adjacent square. If her ally was the subject of an attack, she becomes its target instead.
At level 12, the Fighter realizes that laying down one's life is all well and good, but wholly overkill. If she ends her (Immediate or Free) Move Action gained from Double Time occupying the same square as an ally, she may reposition them to any empty adjacent square, as well as launch an immediate attack against any one enemy in range. If that enemy was in the process of attacking the Fighter's ally, she has now become the target of the attack and may make an opposed attack roll. If her attack is higher, and still beats the enemy's AC, she deals damage to him, and his attack is canceled. If her attack is the lesser, the enemy succeeds in attacking her, assuming his attack equaled or exceeded the Fighter's own AC.
Cutting Blow: The Fighter uses a combination of skill, luck, and utter ruthlessness to inflict maximum harm upon her foes. At 5th level she adds 1/2 of her full Base Attack Bonus to all damage she inflicts with a weapon.
At 8th level, her tactical awareness grows. She inflicts Sneak Attack damage while flanking an opponent as a Rogue equal to her Fighter level minus two.
At 15th level, the Fighter cannot be stopped. She ignores all Damage Reduction (save for Epic) and all Immunities while dealing damage to her target.
Steady: A Fighter will always hold the line, no mater the cost. She gains a bonus equal to 1/2 her full Base Attack Bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). At level 14 she still receives the bonus while climbing or riding.
Mettle: You can resist magical attacks with greater effectiveness than other warriors. Beginning at 8th level, by drawing on your mental and martial discipline, you can shrug off effects that would hinder even the toughest warrior. If you succeed on a Fortitude or Will save (Concentration check) against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you instead negate the effect. You do not gain the benefit of mettle when you are unconscious or sleeping.
RALLY!: With a cry of "Rally!" the Fighter can turn a losing battle into a victory, or a floundering defense into a sudden, terrible charge. As an Immediate Action the Fighter may give a rallying warcry. All allies within 60 feet are granted a single Standard Action that they all take immediately. These resolve according to the current initiative count (the character after the Fighter will go, and then the next, and the next, with the character just ahead of the Fighter going last). Further, all affected characters are Immune to Enchantment, Fear and Mind-Effecting abilities for a number of rounds equal to the Fighter's Intelligence Modifier, minimum of two full rounds.
Lord of War: The Fighter has become War Incarnate, a being of blood, a craftsmen of carnage.
The Fighter projects a Fear Aura out to a number of feet equal to her Strength modifier multiplied by twenty. This aura can be switched on and off with a Free Action. This particular aura is considered an Extraordinary ability.
The Fighter's Hit Die are changed to D20, and she re-rolls her Hit Points. If she rolls a 9 or lower on any dice, she instead counts it as a 10.
And without further ado:
http://img.photobucket.com/albums/v253/Lhiannan_Shee/DwarfWarrior.jpg?t=1259940176
The Fighter
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+2|It is not the Gear +1, Multidisciplinarian, Giant Strength 1, Bonus Feat, Double Time!
2nd|+2|+3|+3|+3|Matter over Mind, Bonus Feat
3rd|+3|+3|+3|+3|It is not the Gear +2, Mind if I Cut in?
4th|+4|+4|+4|+4|Bonus Feat
5th|+5|+4|+4|+4|It is not the Gear +3, Giant Strength 2, Cutting Blow
6th|+6/+1|+5|+5|+5|Bonus Feat
7th|+7/+2|+5|+5|+5|It is not the Gear +4, Steady
8th|+8/+3|+6|+6|+6|Mettle, Bonus Feat
9th|+9/+4|+6|+6|+6|It is not the Gear +5, Giant Strength 3
10th|+10/+5|+7|+7|+7|Bonus Feat
11th|+11/+6/+1|+7|+7|+7|It is not the Gear +6, RALLY!
12th|+12/+7/+2|+8|+8|+8|Bonus Feat
13th|+13/+8/+3|+8|+8|+8|It is not the Gear +7, Giant Strength 4
14th|+14/+9/+4|+9|+9|+9|Bonus Feat
15th|+15/+10/+5|+9|+9|+9|It is not the Gear +8
16th|+16/+11/+6/+1|+10|+10|+10|Bonus Feat
17th|+17/+12/+7/+2|+10|+10|+10|It is not the Gear +9, Giant Strength 5
18th|+18/+13/+8/+3|+11|+11|+11|Bonus Feat
19th|+19/+14/+9/+4|+11|+11|+11|It is not the Gear +10
20th|+20/+15/+10/+5|+12|+12|+12|Lord of War, Bonus Feat
[/table]
Alignment: Any
Hit Die: 1d10
Starting Gold: Same as Fighter
Class Skills:
Climb (Str), Craft (Int), Handle Animal (Cha), Listen (Wis), Spot (Wis), Intimidate (Cha), Knowledge (Geography, History, Nobility, Architecture)(Int), Jump (Str), Ride (Dex), 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: The Fighter is proficient with all Simple and Martial Weapons, as well as a number of Exotic Weapons equal to the Fighter's Intelligence Modifier. She is proficient with all light, medium and heavy armor, as well as all shields, including tower shields.
It is Not the Gear: The Fighter is more than a suit of armor and a couple of measly weapons. The Fighter is a veteran of warfare, and a master of its associated tools. As indicated on the Fighter Table, the Fighter receives an enhancement bonus to their armor, if any, and a number of weapons equal to her Intelligence Modifier, one minimum. She may replace one weapon with another by spending an hour practicing with the new weapon. The enhancement bonus is untyped, and stacks with other enhancement bonuses. It is applied to Attack and Damage with the Fighter's Weapons, and the Armor Class bonus of her armor. Any armor the Fighter wears gains an equal bonus in Damage Reduction.
Multidisciplinarian: Skill is not the sole province of slinking thieves. The Fighter chooses four non-class skills. These become Class Skills for the Fighter, and she gains a permanent +3 untyped bonus to these four skills. If the Fighter selects skills that are class skills for another class the Fighter belongs to, the selected skill(s) gain the untyped bonus.
Giant Strength: What equals power? Power equals power, and the Fighter is a master of applying a particular sort of power. At 1st level and every fourth level thereafter, the Fighter is considered one size category larger whenever she is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts). The Fighter is also considered to be larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect her. The benefits of this ability do not stack with the effects of powers, abilities and spells that effect size category.
Bonus Feat: 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.
Double Time: Strength is not the only thing going for the Fighter. She should also have the fleetness of foot to carry her to the battle. The Fighter may spend a Swift Action to gain another Move action. At level 10 the Fighter may use a Free Action to gain a Move Action, though she can only gain one such Move Action per turn using this ability.
Matter over Mind: Sometimes the mere knowledge that you are incontestable in raw might can have a powerful influence on one's mental status. The Fighter may replace her Will Saves with Concentration Checks.
Mind if I Cut in?: There is no greater love than this; to lay down one's life for one's friends. The Fighter may use Double Time as an Immediate Action. If she ends Double Time's Move Action occupying the same square as an ally, she may reposition them to any empty adjacent square. If her ally was the subject of an attack, she becomes its target instead.
At level 12, the Fighter realizes that laying down one's life is all well and good, but wholly overkill. If she ends her (Immediate or Free) Move Action gained from Double Time occupying the same square as an ally, she may reposition them to any empty adjacent square, as well as launch an immediate attack against any one enemy in range. If that enemy was in the process of attacking the Fighter's ally, she has now become the target of the attack and may make an opposed attack roll. If her attack is higher, and still beats the enemy's AC, she deals damage to him, and his attack is canceled. If her attack is the lesser, the enemy succeeds in attacking her, assuming his attack equaled or exceeded the Fighter's own AC.
Cutting Blow: The Fighter uses a combination of skill, luck, and utter ruthlessness to inflict maximum harm upon her foes. At 5th level she adds 1/2 of her full Base Attack Bonus to all damage she inflicts with a weapon.
At 8th level, her tactical awareness grows. She inflicts Sneak Attack damage while flanking an opponent as a Rogue equal to her Fighter level minus two.
At 15th level, the Fighter cannot be stopped. She ignores all Damage Reduction (save for Epic) and all Immunities while dealing damage to her target.
Steady: A Fighter will always hold the line, no mater the cost. She gains a bonus equal to 1/2 her full Base Attack Bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). At level 14 she still receives the bonus while climbing or riding.
Mettle: You can resist magical attacks with greater effectiveness than other warriors. Beginning at 8th level, by drawing on your mental and martial discipline, you can shrug off effects that would hinder even the toughest warrior. If you succeed on a Fortitude or Will save (Concentration check) against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you instead negate the effect. You do not gain the benefit of mettle when you are unconscious or sleeping.
RALLY!: With a cry of "Rally!" the Fighter can turn a losing battle into a victory, or a floundering defense into a sudden, terrible charge. As an Immediate Action the Fighter may give a rallying warcry. All allies within 60 feet are granted a single Standard Action that they all take immediately. These resolve according to the current initiative count (the character after the Fighter will go, and then the next, and the next, with the character just ahead of the Fighter going last). Further, all affected characters are Immune to Enchantment, Fear and Mind-Effecting abilities for a number of rounds equal to the Fighter's Intelligence Modifier, minimum of two full rounds.
Lord of War: The Fighter has become War Incarnate, a being of blood, a craftsmen of carnage.
The Fighter projects a Fear Aura out to a number of feet equal to her Strength modifier multiplied by twenty. This aura can be switched on and off with a Free Action. This particular aura is considered an Extraordinary ability.
The Fighter's Hit Die are changed to D20, and she re-rolls her Hit Points. If she rolls a 9 or lower on any dice, she instead counts it as a 10.