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Roderick_BR
2007-09-10, 10:40 PM
This is a fix for both fighters and monks.
Something people commented is how monk should be a fighter variation. And after seeing how a fighter/monk gestalt character would be useful in a game, but not really powerful, I decided to try my hand in that variation.
These are the main problems a fighter have: Few really useful feats at higher levels, helpless against many high level challenges, little mobility, making him a little more powerful than a dumb monster that others classes can beat effortlessly, dead levels that make him less attractive to stay in full progression.
My solution: Give him exclusive class abilities, and fix the feats. Now, I never liked the idea of giving the fighter specific class features, because it goes against the concept. Bears With Lasers's fighter variant fix it by adding Art of War, that are some sort of exclusive fighter features, like feats, but that can be bought with only when gaining specific fighter levels http://www.giantitp.com/forums/showthread.php?t=30692 . I'll make a simpler version, giving a handful of features based on fighting style. Actually, a bit like this variation http://dsenchuk.googlepages.com/fighter that I just got in another discussion.

Fighter

{table=head]Level|
Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Armed Style|Unarmed Style|Armored Style|Unarmored Style
1st|+1|
+2|
+0|
+0|Bonus feat|Weapon feats, Weapon aptitude|Improved unarmed fighting, Flurry of blows|Armor feats|Unarmed AC bonus
2nd|+2|
+3|
+0|
+0|Bonus feat||||
3rd|+3|
+3|
+1|
+1||Weapon specialization|Ki strike (magic)|Reduced armor skill penalty|Fast movement
4th|+4|
+4|
+1|
+1|Bonus feat||||
5th|+5|
+4|
+1|
+1||Tactical expert|Stunning fist|Critical defense|Evasion
6th|+6/+1|
+5|
+2|
+2|Bonus feat||||
7th|+7/+2|
+5|
+2|
+2||Greater weapon specialization|Improved flurry of blows|Increased maximum Dexterity|Slow fall
8th|+8/+3|
+6|
+2|
+2|Bonus feat||||
9th|+9/+4|
+6|
+3|
+3||Weapon mastery|Weakening touch|Armor specialization|Improved fast movement
10th|+10/+5|
+7|
+3|
+3|Bonus feat||||
11th|+11/+6/+1|
+7|
+3|
+3||Double attack|Ki strike (Adamant)|Damage absorption|Improved evasion
12th|+12/+7/+2|
+8|
+4|
+4|Bonus feat||||
13th|+13/+8/+3|
+8|
+4|
+4||Tactical defense|Perfect flurry of blows|Damage reduction|No terrain penalty
14th|+14/+9/+4|
+9|
+4|
+4|Bonus feat||||
15th|+15/+10/+5|
+9|
+5|
+5||Weapon Defense|Disrupting strike|Enhanced armor speed|Double step
16th|+16/+11/+6/+1|
+10|
+5|
+5|Bonus feat||||
17th|+17/+12/+7/+2|
+10|
+5|
+5||Greater critical|Quivering Palm|Closed body|Mobile evasion
18th|+18/+13/+8/+3|
+11|
+6|
+6|Bonus feat||||
19th|+19/+14/+9/+4|
+11|
+6|
+6||Weapon supremacy|Ki strike (Any)|Armor skin|Freedom
20th|+20/+15/+10/+5|
+12|
+6|
+6|Bonus feat||||[/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), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (tactics) (Int), Profession (Wis), Ride (Dex), Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x?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 gains proficiencies in weapons and armors based on his chosen Fighting Style (see below)

Fighter Style: At first level, a fighter must choose his fighting style. He needs to pick one Attack style, and one Defense styles.
In attack, he has two options: Armed, or Unarmed style. If he chooses Armed, he is trained in the use of weapons. If Unarmed, he is specialized in unarmed combat.
In defense, he has two options: Armored, or Unarmored style. If he chooses Armored, he is proficient in the armors and shields. If Unarmored, he is an expert in dodging blows and blocking attacks with his hands.
Once you choose your fighting styles, you cannot change them. Your choices indicate which class features you gain as you level up.
So, the options are: Knight (Armed/Armored), Monk (Unarmed/Unarmored), Fencer (Armed/Unarmored), and Brawler (Unarmed/Armored).
Armed Style:

Weapon feats: At first level, a fighter that choose Armed for his Attack Style knows how to use a large array of weapons. He becomes proficient in all simple and martial weapons
Weapon aptitude: A first level fighter have the ability to shift the focus of his training. Spending 1 hour with a weapon, he can move a feat he have set to a weapon (like Weapon Focus) to another weapons. For example, a fighter with Weapon Focus (long sword) can train 1 hour with a great sword, and replace the that feat with Weapon Focus (greatsword). Each feat requites one hour of training to change, and feats dependant of the changed feat may not work untill you finish changing all related feats.
Weapon specialization: Reaching 3rd level, a fighter knows how to use a weapon for maximum effect. Any weapon he uses with Weapon Focus receive a +2 bonus to damage rolls.
Tactical expert: At 5th level, a fighter has move control on one-on-one tactics. He gains a +2 bonus when using a weapon he have Weapon Focus with any of these maneuvers: Grapple, disarm, trip, sunder, bull rush. This ability doesn't grant the Improved Grapple, Improved Disarm, Improved Trip, Improver Sunder, or Improved Bullrush feats.
Greater weapon specialization: Reaching 7th level, a fighter knows how to use a weapon for an even stronger effect. Any weapon he uses with Weapon Focus receive a +2 bonus to damage rolls. This ability stacks with Weapon Specialization.
Weapon Mastery: At 9th level, the fighter have a higher control over his attacks, to increase his accuracy. He can change the damage bonus from Weapon Specialization into an attack bonus. Ranged weapons have it's range increment enhanced in 20 ft.
Double attack: A 11th level fighter has the ability to strike multiple times, when others can attack only once. As a default action, he can make two attacks with his main weapon at his full BAB, with a -2 penalty to all attack rolls on that round. This ability gives no additional bonus on Full Attacks or Attacks of Opportunities.
Tactical defense: Reaching 13th level, a fighter's training gives him a special insight to protect himself against several tactical moves. When using a weapon he have Weapon Focus with, you gain a +2 bonus to resist the following maneuvers: Grapple, disarm, trip, sunder, bull rush.
Weapon defense: At 15th level, the fighter can use his weapon both to attack or parry attacks. He can change the damage bonus from Greater Weapon Specialization into an shield bonus. This bonus stacks with the bonus from an actual shield, OR one shield bonus from other effect, like Two Weapon Defense.
Greater Critical: A 17th level fighter can hit with more precision when hitting vital spots. The damage multiplier of any weapon he have with Improved Critical is rised in +1.
Weapon supremacy: When reaching 19th level, a fighter can completely master a single choice weapon. When he uses that weapon, he gain the following benefits:
*Can use your weapon in a grapple without penalty, and without needing to make first a grapple check.
*When making a full attack, he can add a +5 bonus to one of his attacks after the 2nd.
*Once per round before making an attack roll, he can instead choose to treat his d20 result as a 10.

Unarmed Style:

Improved unarmed fighting: At first level, if the fighter chooses the Unarmed attack style, he receives the Improved Unarmed Strike feat, and his damage advances according to the table bellow.
Table 2: Unarmed Strike Damage progression
{table=head]Level|Small Sized|Medium Sized|Large Sized
1st-3rd|1d4|1d6|1d8
4th-7th|1d6|1d8|2d6
8th-11th|1d8|1d10|2d8
12th-15th|1d10|2d6|3d6
16th19|2d6|2d8|3d8
20th|2d8|2d10|4d8
[/table]
Flurry of blows: At first level, a fighter can deal a flurry of blows, adding extra attacks at cost of accuracy. Taking a -2 penalty to all your attacks that round, you can make an additional attack, for each normal attack in that round, using the same Base Attack Bonus. For example, a 1st level fighter attacks with a BAB of +1. Using flurry, he can attack twice with a BAB of -1. With a BAB of +6, he attacks normally at +6/+1, being able to flurry at +4/+4/-1/-1, and so on.
Ki Strike (Magic): A 3rd level fighter can channel his ki to deal damage on creatures vulnerable only to magic. For purpose of hitting creatures with damage reduction, the fighter's unarmed attacks are considered attacks with magic weapons.
Stunning fist: A 5th level fighter gains the Stunning Fist feat, even if he doesn't meet all prerequisites.
Improved flurry of blows: At level 7th, the fighter's penalty for flurring is reduced to -1.
Weakening touch: At 9th level, a fighter can weaken a foe by striking weak spots on his body. He can spend one use of his Stunning fist as a full round attack. If he hits, instead of dealing normal damage, he deals 1d6 points of Dexterity or Strenght damage. Each damage can be used only once against the same enemy once a day. Creatures immune to critical hits are immune to this effect.
Ki strike (Adamant): At 11th level, the fighter's Ki strike's power increases. It is considered an adamantine weapon.
Perfect flurry of blows: At level 13th, the fighter's penalty for flurring is reduced to 0.
Disrupting strike: Reaching level 13th, a fighter can hit an opponent when he is most vulnerable. Whenever an enemy provokes an attack of opportunity, and the fighter succeeds in hitting, the opponent needs to roll a Concentration check against 10+fighter's Wisdom modifier+half the fighter's level, or lose the action. If it's a special power, the power is cancelled. A moving opponent is pushed back to one square away. Spellcasting adds the spell's level to the Concentration check DC.
Quivering Palm: Starting at 15th level, a fighter can set up vibrations within the body of another creature that are fatal. He can use this quivering palm attack once a day, and he must announce her intent before making his attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the fighter strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the fighter can try to slay the victim. Unless the target makes a Fortitude saving throw (DC 10 + 1/2 the fighter’s level + the fighter’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Ki strike (Any): At 19th level, the fighter's Ki ability can ignore most Damage Redudtions, as if it were made of any material (magic/iron/silver/adamantine). He also strikes as if they were aligned weapons with one of own alignment axes (for example, a lawful good fighter's attacks are considered either holy or axiomatic). DR without a specific weakness (like a barbarian's DR), and epic DR cannot be bypassed by this effect.

Armored Style:

Armor feats: At first level, if the fighter chooses the Armored defense style, he gains proficiency with light, medium, and heavy armors, and all shields (except tower).
Reduced armor skill penalty: At 3rd level, the fighter is confortable enough with his armor to ignore some of it's weight and complexity. The Skill Check Penalty is reduced in 2 points (to a minium of 0).
Critical defense: At 5th level, a fighter can use his armor to better protect his vital areas. When not flat-footed, and wearing light armor, the fighter gains +2 bonus to his AC against attack rolls from opponents to confirm a critical hit. This bonus rises to +3 when wearing medium armor, and +4 when wearing heavy armor.
Increased maximum Dexterity: At 7th level, a fighter can easily move inside his armor, without it hampering his movement as bad as a normal person. The Total Dexterity Bonus from any armor he wears is rised in 1 point.
Armor specialization: At 9th level, a fighter can use defensive maneuvers to intercept blows with his armor, instead of just letting it in the way of the opponents. When not flat-footed, and wearing light armor, the armor bonus is increased in +2 points. The bonus rises to +3 when wearing medium armor, and +4 when wearing heavy armor. This ability stacks with Critical defense.
Damage absorption: At 11th level, a fighter can use his armor to soak damage, avoiding all damage on himself. Whenever a fighter is hit and is not flat-footed, he can deal half the damage from an attack to his armor instead of himself, on a Fort save with a DC 10+Half the damage dealt. Check the DMG for armor HP. DR is treated as normal, before splitting the damage, and the armor's hardness applies as normal after the damage is split.
Damage reduction: At 13th level, the fighter can make attacks slip over his armor, reducing the force of the blows. When not flat-footed, and wearing light armor, the fighter gains Damage Reduction 1/-. If wearing medium armor, the DR rises to 2/- and if wearing heavy armor, the DR rises to 3/-.
Enhanced armor speed: At 15th level, the fighter can easily move around when armored, as if he were wearing only a set of clothes. Calcule the fighter's speed as if he were wearing a set of armor one category smaller than he actually is, to a minimum of unarmored. (Heavy is treated as medium, medium is treated as light, and light is treated as if the fighter were not wearing any armor). This ability affects only speed, not others abilities that are affected by wearing armor.
Closed body: At 17th level, a fighter practically encloses himself in his armor, reducing the potential life threatening blows. Any confirmed critical hit against him treats the weapon as if the multiplier were 1 point less, to a minimum of x1. (x5 becomes x4, x4 becomes x3, x3 becomes x2, x2 becomes x1). Any special property activated by a critical hit (like a weapon's Vorpal ability) still aplies. Only the damage is affected.
Armor skin:At 19th level, a fighter's armor practically becomes a 2nd skin of his own. When in combat, and not flat-footed, his armor bonus counts as a natural bonus (stacking with others effects, like an amulet of natural armor).

Unarmored Style:

Unarmed AC bonus: At first level, if the fighter chooses the Unarmored defense style, he gains proficiency in light armor, and no shields. When wearing light or no armor, and not carrying a heavy load, he adds his Wisdom bonus (if any) to his AC. If he's wearing a light armor, the armor's maximum Dexterity bonus also limits his maximum Wisdom bonus. As he levels up, he also gains the bonus to AC as indicated bellow:
{table=head]Level|AC Bonus
1st-4th|+0
5th-9th|+1
10th-14th|+2
15th-19th|+3
20th|+4
[/table]
Fast movement: At 3rd level, a fighter’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the fighters’s speed because of any load carried or armor worn.
Evasion(Ex): At 5th level, if a fighter makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a fighter is wearing light armor or no armor. A helpless fighter does not gain the benefit of evasion.
Slow fall: At 7th level, a monk within arm’s reach of a wall can use it to slow her descent. When using this ability, he takes damage as if the fall were only half the original height.
Improved fast movement: At 9th level, a fighter can move even farther, gaining an additional +10 feet to his speed when wearing light or no armor, and is not carrying a heavy load. This bonus stacks with Fast Movement.
Improved evasion: At 11th level, a fighter’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless fighter does not gain the benefit of improved evasion.
No terrain penalty: At 13th level, a fighter no longer receives penalties for walking on a uneven terrain.
Double step: At 15th level, a monk can make a 10ft adjust move, instead of 5ft, effectivelly rising his reach. All rules for adjustment steps works as normal. This maneuver cannot be used in charges. A fighter that wears armor heavier than light, or carries a heavy load can only move the normal 5ft. This ability doen't allow the monk to move more than 5ft if he, for any reason, have his speed reduced to 5ft.
Mobile evasion:] At 17th level, whenever a monk succesfully passes a Reflex save, he can use the momentum to make a 5ft adjust move, immediatelly after making the save. This ability can be used only once each round.
Freedom of movement: At 19th level, a fighter gain a +10 bonus to any Reflex save to avoid being paralized, unable to move, or have his speed reduced. If the effect usually doesn't give a save, the fighter is still entitled a Reflex save.


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.


And that's it thus far. I wanted to work more on it, but I ran out of ideas, and didn't find people to play test it yet, so I'll ask you guys what you all think. Good, bad, weak, broken, etc.
Notice also that there are many entries that are empty (???) because I couldn't put anything in there yet. Any suggestion is welcome.
For skills, I added Heal (any warrior type should be able to learn non-magic healing stuff), Profession (fighters are not THAT stupid), and Gather Information with a couple Knowledge skills, because finding mundane information is inside the fighter's capabilities. Actually, in 2nd edition, fighter usually would be the ones to gather local information, while the rest of the group would look for more specific info.
I made the flurry work in a way that you can flurry while moving, getting at least one extra attack. I'm working with TWF variant feat too, that I'll post tomorrow.
The unarmored bonus to AC may be a bit powerful with some gishs, so I added the armor limit to Wisdom, to discourage rangers, clerics, paladins, and specially druids, from level dipping. You can also use shields with it (imagine gladiators that wears little to no armor, and large shields).
The rest are general bonus, like Weapon Focus (that is considered a weak feat) or Ki Strike (good in itself, but not game breaking).

I'm heading to bed, so I'll check the answers in the morning. Thank you in advance. And don't hold back. If you see something wrong, you can say it, and if you can say what could be fixed, I'd be very glad.

Edit: 09/12/2007
Redid the table, making it easier to follow the abilities. Also grouped the styles to make it easier to see what the character gets as he levels up. I filled in all entries, giving miscelaneous abilities:
Armed Style: Several abilities with weapons, including bonus to use special maneuvers like disarm, trip, etc. Some of them require getting some penalty, or dropping others bonuses. I'll see how it'll turn out.
Unarmed Strike: Explained better how flurry works, added some of the old monk's abilities, and added some debuffing.
Armored Style: Several abilities to increase a fighter's defense, based on armor. Lighter armors get better speed abilities, and worse damage negation abilities, while heavy armors is the other way around.
Unarmored Style: Added several abilities based on movement and speed.
Again, since the fighter gets 2 abilities (one attack and one defense) some of these can get overpowered, but fortunately I can just reduce some numbers.
The suggestions I didn't use here I'll use in the feat trees I'm working on. Thanks for the help. Any more suggestions, just throw them on my way.

Rowanomicon
2007-09-10, 11:41 PM
Well, I haven't inspected it too closely, but I like the idea.
The biggest thing I think this class is missing (besides the empty "???" spaces) is a capstone ability that rewards Fighters for staying with the class all the way to level 20.

Here's a simple idea:

Master Combatant
Unpon reaching level 20 a Fighter is truely masterful in combat and recieves a +(?) bonus to his AC and Initiative as well as to all Attack and Damage rolls.
This bonus stacks with all other bonuses.

I'm not sure what this bonus should be in terms of being powerful, but not unbalancing.

Another suggestion:
For one of the higher level Armed Fighting Style abilities fighters could gain prificiency with all exotic weapons.
It's useful, but not unbalancing in my opinion.

ShneekeyTheLost
2007-09-11, 12:12 AM
Here's an ability chain for Armored:

Shield Ward A Fighter may add his shield bonus to any save against an area effect, such as a dragon's breath weapon or a wizard's fireball.

Improved Shield Ward As with Shield Ward, only he takes no damage on a successful save (but full damage on failed save) [mostly identical to Evasion, but can be done in any armor, so long as he uses a shield]

Greater Shield Ward As above, but even on a failed save, he only takes half damage.

I'd probably put Shield Ward at 15th, then the following abilities at 17th and 19th. Or perhaps put Shield Ward at 11th, Improved at 15th, and Greater at 19th.

Rowanomicon
2007-09-11, 12:45 AM
Hey, that Shield Ward idea is good, but I'd err on the lower level of things. I thinn it should (at leasy be very close to a) parallel of the Evasion ability.
Oh, maybe instead of emulating the Evasion ability it should allow the shield wielding fighter to add the AC bonus of his shield to his Reflex Save vs. the effect. (Of course then it would only be one ability and not a chain.)

Roderick_BR
2007-09-11, 08:03 AM
@Rowanomicon: Thanks for the suggestion. Yeah, I'm thinking about a capstone too, though I'd have to put it in place of a "feat level". I'm actually avoiding just giving simple bonuses to attack/damage/CA/etc (other than weapon specialization), but I'll look into your suggestion. Actually, I think I can use it on some lower levels.
Not sure about the exotic one. There had an exotic weapon master class with a similar feature, that was changed later, so maybe it's not very good. But I'll look into a variation.
@ShneekeyTheLost: That's a cool idea. I may use adapt it later. However, since most fighters won't use a shield, I'd prefer to add only armor abilities. I may use it with a shield feat tree I'm using, though.

Ah, I'll edit the table later to be easier to understand what's going on.

Rowanomicon
2007-09-11, 02:28 PM
I know you said you're trying to avoid straight bonuses, but one thing I thought that you could give Fighters that no one else could get would be Weapon Group Focus and Specialization which would grant the bonus to all weapons of that type (axes, swords, thrown weapons, bows, monk weapons, polarms, etc.)

Also ideas for armored abilities:
-Reduce Armor Check Penalty
-Increase Max Dex Bonus
-Return armored to normal (in medium and heavy armor)
-Return running back to quadruple speed from triple (in heavy armor)

I especially like the last two as one major problem with the Fighter is mobility.

Roderick_BR
2007-09-11, 04:02 PM
Thanks for the suggestions, Rowanomicon. Weapon mastery already give some bonuses. I'll work the armor ones and add them to the list. When I get it reworked, I'll add the whole descriptions.

RMS Oceanic
2007-09-11, 04:11 PM
For Unarmed Fighting, you should add a second extra attack with FoB at 9th, 11th or 15th levels.

Yakk
2007-09-11, 04:18 PM
Let's spice it up.

Some Armored Fighter possible specials:

Armored Defense: The Fighter gains 1/critical DR for every point of AC their armor grants. The Fighter gains 1 point of Energy Resistance for every point of AC their shield grants.

Fortress of Defense: The Fighter may, once per round, attempt to intercept an attack on an ally. Roll BaB+Str+Shield Bonus verses the opponent's attack roll -- if the Fighter wins, the attack is redirected at the Fighter, and resolves normally.

Bulwark of Will: As an immediate action, the Fighter may apply her Armor and Shield Bonus to a single save check. If she does so, she is reduced to a simple action next round as if slowed.

Armed Fighter possible specials:
Weapon Mastery: Extra damage die. A 1d8 weapon becomes a 2d8 weapon, etc.

Double Attack: Allow two attacks at -2 as a simple action with one weapon. Allow four attacks at -4 with two weapons.

...

Unarmed, you have the various monk specials you can toss in there -- the stunning blow stuff, etc.

vivi
2007-09-11, 10:16 PM
strong but it seems a little unbalanced with the other classes, it needs a draw back of some sort, besides that it seems pretty good.:smallsmile:

Roderick_BR
2007-09-11, 10:44 PM
@RMS Oceanic: In the next update (working on it) I'll add how the Flurry will work on higher levels.

@Yakk: I already got DR for armors. I'll take a look how to work the shield bonus as energy resistance. The Fortress effect is also being worked on a feat tree for shields. Bullkwark is interesting. Weapon mastery is a bit simpler, just a bonus for weapon type, like in PHB2. I'll explain how attacks works with TWF later. I'm sure people will like it.
For the monk abilities, I'm already looking at what I can add.

Thanks for the suggestions.

Edit: @Vivi: Yeah, I'm trying to see what can be unbalanced, and reducing the effect, since a fighter will be getting two abilities. I plan in some small fixes in others classes to make them balanced, as in, each being good in his own area.

Roderick_BR
2007-09-12, 04:39 PM
Made more changes to the table. Tonight I'll post some suggestions for feats.

F.H. Zebedee
2007-09-13, 07:26 PM
Excellent fix! When you said "adding monk to fighter", I kinda just went "Oh well...", but this is great! Superb, absolutely. Takes all the best from both classes, and it turns out, when shoved together, seems pretty balanced with the upper-mid tier. (I'd say it's better than Paladin, Barbarian, and maybe Bard. About even with ranger.)

I'd advise you to leave archery and TWF alone. That's the Ranger/Rogue's job.

I think that replacing Monk/Fighter with this, and Paladin with the "How it Should Be Paladin" brings things a lot closer to balance in core. Cloistered Clerics, and that's another step towards good balance. Now, if only somebody knew some good Wiz/Druid/(to a lesser degree Sorc) fixes, and maybe a slightly pumped up Bard...

Roderick_BR
2007-09-13, 10:07 PM
Thank you F.H. :)
Yeah, that thread on paladins is great too. I'm actually planing on a revamping on the TWF and archery to make rangers more useful in battle too. Wizards just need a way to balance high level spells. I think there are some good fixed on it.

StickMan
2007-09-13, 10:38 PM
Man I'm just seeing a lot of good stuff around here as of late. This is very high on the list. Great work.

Hecore
2007-09-15, 07:38 PM
Capstone ability?

Combat Mastery (Ex)

A fighter who reaches the 20th level has mastered all aspects of combat. They can slow their perception of time once a day for 3 rounds as a swift action. During this time a fighter recieves a +5 dodge bonus to ac and their reflex save, adds a +10 unnamed bonus to initiative, and automatically confirms all critical hits.

Roderick_BR
2007-09-15, 09:17 PM
Thanks StickMan.
Not a bad idea, Hecore. Lemme see how I can put it in there.

Frosty
2007-12-07, 01:25 PM
What are the mechanical benefits of Armor Skin? Natural armor doesn't increase your flatfooted or touch AC, so what's its use?

Roderick_BR
2007-12-07, 02:03 PM
I've been trying to rework this one, that's why I didn't update in a while.
But it does increase flatfooted AC, and it protects against a few attacks that ignores armor. I thought that making it affect touch would be too strong.

Frosty
2007-12-07, 03:16 PM
Right but I mean NORMAL armor already boosted your flatfooted, so natural armor is *no better* than normal armor.

A capstone ability needs to be something unique. A mere armor boost probably isn't the most interesting thing.

Mando Knight
2007-12-07, 03:37 PM
If you've got it, take a look at the Soldier's Talents in the SW SAGA rulebook. They seem to contain a lot of the same ideas in your Fighter fix.

...If you've already done that, then I'll just shut up...

13379\/\/4R
2008-06-25, 01:42 PM
At third level under armed style you get weapon specialization as a class ability. Does it stack with the feat?