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Tehnar
2008-05-26, 04:24 PM
This is my attempt to improve on the fighter. It is still a work in progress, and some abilities are not defined yet. I will use the final version of it in my campaign, so any comments would be appreciated.

EDITs:
Weapon aptitude moved to fighter lvl 3


Fighter
Aligment: any
Hit Dice: d10

Class skills:
Balance, Climb, Craft, Diplomacy, Handle animal, Intimidate,
Jump, Knowledge (history), Proffesion (all, taken separatly), Ride, Swim, Tumble

Skill points per level: 4+Int modifier
Base attack progression: Good
Fortitude save: good
Reflex save: good
Will save: poor

{table]Level |Attack Bonus| Fort | Refl | Will | Special
1st | +1 | +2 | +2 | +0 | Bonus feat
2nd | +2 | +3 | +3 | +0 | Bonus feat
3rd | +3 | +3 | +3 | +1 | Weapon aptitude
4th |+4 | +4 | +4 | +1 |Bonus feat
5th | +5 | +4 | +4 | +1 |fighter bonus
6th | +6/+1 | +5 | +5 |+2 | Bonus feat
7th | +7/+2 | +5 |+5 | +2 |Bonus exotic weapon proficiency
8th |+8/+3 | +6 | +6 | +2 | Bonus feat
9th | +9/+4 | +6 | +6 |+3 |
10th | +10/+5 | + 7 | +7 | +3 |Bonus feat
11th |+11/+6/+1 | +7 | +7 |+3 | Faster then thought (2)
12th | +12/+7/+2 | +8 | +8 |+4 |Bonus feat
13th | +13/+8/+3 | +8 |+8 | +4 | Fight Smart
14th |+14/+9/+4 | +9 | +9 | +4 | Bonus feat
15th |+15/+10/+5 | +9 | +9 |+5 |
16th |+16/+11/+6/+1 |+10 |+10 |+5 | Bonus feat
17th |+17/+12/+7/+2 | +10| +10 |+5 |Faster then thought (3)
18th |+18/+13/+8/+3 | +11 |+11 |+6 |Bonus feat
19th |+19/+14/+9/+4 |+11 |+11| +6 | Something good
20th |+20/+15/+10/+5 |+12| +12 |+6| Bonus feat[/table]

Weapon aptitude(ex): the fighter can change his weapon related feats (such as weapon focus, weapon specialization, improved critical) to any weapon he is proficient with. He cannot change his weapon proficiencies using weapon aptitude. The process takes 24h. He effectivly loses his old feats and gains new ones with the new weapon of his choice.

Bonus exotic weapon proficiency(ex): the fighter gains Exotic weapon proficiency with a exotic weapon of his choice (the fighter must have had a chance to train with such a weapon).

Fight Smart(ex): The fighter can, by attuning his weapon for one uninterupted hour, make his weapon pass one type of dmg reduction (such as magic, cold iron, adamantium, lawfull, good, etc, but not epic or X/-. The weapon so attuned functions only for the fighter who attuned it, and lasts 24h. The weapon retains all its original properties. Thus a fighter could attune a +5 holy cold iron greatsword to lawfull and thus fully bypass the dmg reduction of a balor. The fighter must be proficient with the weapon. The weapon does not actually get the said property, just the ability to bypass dmg reduction of the type designated. Projectile weapons bestow this property to their ammunition.

Faster then thought(ex): As a standard action the fighter can make two attacks instead of one. This is like using a full round action to attack except the fighter can make only two attacks. The fighter cannot use Faster then thought to trip, grapple, etc, nor can he use it in conjuction with spring attack. A lvl 17 fighter can make 3 attacks. Feats such as power attack, combat expertise can be used normally. If the fighter uses two weapons to fight he makes 2 attack with his main hand and one attack with his off hand (3 attacks with main hand and 1 attack with off hand). The spell haste and similar effects do not apply to faster then thought. For example Genero the lvl 13 fighter uses Faster then thought (2): he takes a standard action to make two attacks, one at +13 base attack, and one at +8. He cannot make a 5ft step between these attacks.

something good(ex): I want a class feature that says unique. Something nice, that makes people hesitate between a prestige classand not getting that lvl 19 fighter class feature.

Fighter bonus: As the fighter gains experience he starts to develop certain new abilities with feats that he knows, and feats that he will learn. As the fighter reaches level 5 and beyond he unlocks certain new abilities from fighter bonus feats. These abilities might lower the prerequisite to learn a feat, add a new way to use a feat, or add a bonus to the feats effect. To unlock this bonus a character must have fighter levels equal or greater then the bonus in the feat description. Substitution levels apply, but class features such as weapon aptitude (warblade) do not. A fighter must lear the feat in order to gain its bonus.

For example
Tordek (who has 16 dex) takes two weapon fighting as his first level feat. The fighter bonus for the two weapon fighting feat kicks in on level 5, when it lowers the feats prerequisites to 13. Thus Tordek at level 5 (and still 16 dex) could take 3 points of dex damage and still be able to use the two weapon fighting feat. Alternativly Redgar (who has 13 dex) cannot take two weapon fighting at levels 1-4, but once he gains that 5th fighter level he can take that feat (if he still has 13 dex).

example 2
Bob decides to play a straight fighter. His fighter, the human Charlie, took weapon focus (longsword), dodge, and mobility on level 1, combat expertise on lvl 2, power attack on level 3 and weapon specialization on level 4. When Charlie hits lvl 5, his feats weapon focus, dodge and combat expertise improve. When Charlie hits level 6 he takes blind fighting and spring attack. He is a level 6 fighter so his blind fighting feat is allready improved, and when he hits level 7 his mobility feat will improve.



**note to reader's: this is still a work in progress. English is not my first language so please excuse any lack in grammar/spelling. The bonuses with a ?
next to them are feats I am unsure that should gain a bonus, or am not sure what kind of bonus they should get. I am aware some bonuses replace feats from sources other then the PHB (such as the case of combat expertise) but I felt the fighter needed some love in that regard. All bonuses kick in on odd numbered fighter levels, so the fighter has more to look forward to then a increase in bab and hp. All of the modefied feats are fighter bonus feats**




P.S. the bonuses to these feats are intended for player characters. I dont expect to use them with my every NPC fighter.

Bonuses to feats are in a spoiler to make reading easier:


Blind fighting
Fighter bonus 5: the bonuses from blind fighting apply to ranged attacks as well.
Fighter bonus 15: you get no penalties to your movement speed for not being able to see,
or if the visibility is limited. Also you are immune to illusions that have only a
visual component (such as silent image).

Cleave:
Fighter bonus 7: When you perform a cleave attack you gain a +1 bonus to attack and dmg with that attack.

Combat Expertise:
Fighter bonus 5: as normal, except there is no limit to the amount bab you can convert to AC.

Combat reflexes:
Fighter bonus 9: you can take one additional attack of oportunity per round.
Fighter bonus 17: you can take one more additional attack of oportunity per round, for a maximum of
3+dex modifier attacks of oportunity per round.

Deflect arrows:
Fighter bonus 13: you can use a shield (heavy, light or tower) to deflect a arrow instead of having a
hand free.

Dodge:
Fighter bonus 5: instead of the normal benefits, you gain a permanent +1 dodge bonus to AC as long as
you are not flatfooted. If you normaly needed to designate a opponent to use another feat related to dodge
(such as elusive target), you still need to do so.

Far shot:
Fighter bonus 13: you take a -1 penalty per range increasement (instead of -2).

Great Cleave:
Fighter bonus 9: when you perform a cleave attack you gain +2 bonus to attack and dmg for all attacks made
before the start of your next round. This cleave attack cant trigger of creatures that pose no threat to you,
and you gain only one bonus per round (no matter how many cleave attacks you make).

Greater two weapon fighting:
Fighter bonus 11: the fighter needs only 17 dex to gain this feat (instead of 19). All other prerequites are the
same.

Greater weapon focus:
Fighter bonus 9: you gain a addititional +1 bonus when confirming a critical threat roll with the weapon you have
greater weapon focus in (for a toatl of +2 with weapon focus, or +6 with power critical).

Greater weapon specialization:
Fighter bonus 13: you do an extra 1d4/1d6/1d8 dmg (with x2/x3/x4 crit modifiers) when dealing dmg with a critical hit. This bonus only applies if you are using
a weapon with which you have greater weapon specilisation, and it replaces the bonus critical dmg from weapon
specialization.

Improved bull rush:
Fighter bonus 11: you do not have to move with your enemy if you wish to push him more then 5 ft. You can push him any
distance (as determined by the opposed strenght check). If yo choose not to move with the defender, the defender
does not provoke attacks of oportunity from you (but still does from others as normal). If you choose to move
with the defender you do not provoke attacks of oportunity from others due to this movement. If you are a target
of an unsuccesfull bull rush, you gain an aditional attack of oportunity against the attacker. Additionaly you can
bull rush any number of opponents(provided they are in the same line as your first oponent. You must enter each opponents
square, the bullrush is made with a cumulative -4 penalty for every oponent other then the first (-4 on second, -8 on third,
etc..)
Fighter bonus 17: you can bull rush creatures 2 size categories greater then you, and gain a +4 bonus on strenght
checks against creatures larger then you.

Improved critical:
Fighter bonus 13: you deal 50% of your bonus critical dmg to creatures who are normaly immune to criticals, but still have
some sort of an anatomy. Typically this works on creatures such as skeletons, zombies, golems but not oozes and swarms.
You must have a weapon that wholy bypasses the target creatures dmg reduction to gain this bonus.

Improved disarm:
Fighter bonus 7: You can attempt to disarm a creatures natural weapons. The creatures natural weapons are always treated
as two handed (thus gaining a +4 bonus on the disarm roll). If you are sucessfull the creature takes a -5 penalty to
attack and dmg rolls with that natural weapon for 1 minute.

Improved feint:
Fighter bonus 5: you take no penalty if your target is of animal intelignece, or non humanoid. You still cant feint
non inteligent creatures.
Fighter bonus 11: you add half your bab (round down) to your bluff check.

Improved grapple:
Fighter bonus 5: You can attempt to pull a creature off balance, making your next attacks easier. You can perform this even
if you have no free hands. Make a touch attack (that does not provoke a attack fo oportunity) and if you hit make a oposed grapple
check. If you win the creature is not grappled but takes a -1 penalty to AC and -2 penalty to attack and opposed rolls
(such as trip, disarm, etc). These penalties last until the begining of the creatures turn.
Fighter bonus 11: You do not need to make a grapple check to draw a light weapon, and do not take -4 penalty to attacks made while grappling.
Fighter bonus 17: You can grapple creatures two size categories larger then you, and gain a +4 modifier to grapple checks
agains creatures at least one size categorie larger then you.

Improved initiative:
Fighter bonus 7: you can, during the first round of combat, as a swift action move 10 ft. This movement provokes attacks
of oportunity.

Improved overrun:
Fighter bonus 9: You can overun any number of oponents, as a part of the same overun atttempt. You take a -4 cumulative
penalty for every opponent other then the first.

Improved precise shot:
Fighter bonus 12: You only need 17 dexterity to qualify for this feat. All other prerequisites are the same.

Improved shield bash:


Improved sunder:?

Improved trip:?

Improved two weapon fighting:
Fighter bonus 7: A fighter needs only 15 dex to select this feat after level 7.

Improved unarmed strike:
Fighter bonus 7: Whenever you need to make a touch attack to initiate a special combat action (such as a trip or grapple attempt),
you can choose to make a normal melee attack. If this attack hits, you do your normal unuarmed strike dmg, and start the special
combat action as normal.

Manyshot:
fighter bonus 11: You add precision based damage to two arrows instead of just one. You can choose which arrows gain the
precision based damage.

Mobility:
Fighter bonus 7: your speed in medium armor is your full normal speed (30 ft for a human). You gain the benefit of this speed
only in combat (not for hustling, overland travel etc). This does not allow you to use feats and or abilities that require
light armor or light load to function. The penalties for various loads still apply.
Fighter bonus 15: same as for fighter bonus 7, but also works for heavy armor.

Mounted archery:?

Mounted combat:?

Point blank shot:?

Precise shot:
Fighter bonus 9: when attacking with reach weapons you ignore the effects of soft cover.

Quick draw:
Fighter bonus 5: A fighter can also ready a shield (buckler, heavy or light) as a free action.

Rapid reload:?

Rapid shot:?

Ride by attack:?

Shot on the run:?

Snatch arrows:?

Spirited charge:?

Spring attack:
Fighter bonus 15: The fighter may use this feat while in heavy armor.

Stunning fist:
Fighter bonus 9: The fighter my use this feat one additional time per day.
Fighter bonus 11: The fighter may use a shield (instead of a unarmed strike) to use this feat.
Fighter bonus 15: The fighter may use this feat one more aditional time per day.

Trample:?

Two weapon defence:
Fighter bonus 5: A fighter needs only 13 dex to select this feat after level 5.

Two weapon fighting:
Fighter bonus 5: A fighter needs only 13 dex to select this feat after level 5.

Weapon finesse:
Fighter bonus 5: You can use a shield in your offhand with no penalties.

Weapon focus:
Fighter bonus 5: You get a +1 bonus to your critical confirmation roll.

Weapon specialization:
Fighter bonus 9: You gain bonus damage on your critical dmg rolls. You gain +1d2 dmg if your weapon multiplier is x2,
+1d3 for x3, and +1d4 for x4

Whirlwind attack:
Fighter bonus 11: While using the whirlwind attack feat you can move up to 10 ft. This movement does not provoke attacks of
oportunity. As normal with whirlwind attack, you can give up your regular attacks and instead make one melee attack at your full
base attack bonus against each opponent within reach. Unlike the normal use of this feat you can make attacks from your starting,
position, move 5 ft, and if you threaten new creatures now make more attacks. You can again move 5ft and if you find more
new creatures you threaten, you can attack them. You can make only one attack per creature, but you can choose the square
from which the attack originates (as long as you still threaten the creature from that square). You cannot take a 5ft step during the round
you move using the whirlwind attack feat, and you cannot take any other actions while using the whirlwind attack feat.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities (such
as the Cleave feat or the haste spell)
Fighter bonus 15: As above but you can move 15 ft.
Fighter bonus 19: As above but you can move 20 ft.

lordofthe_wog
2008-05-26, 05:58 PM
JOHNSON, GET THIS MAN A TABLE!

I'm new at the whole PEACHing thing, but 4+Int modifier seems a tad high, considering you've got all this other nice stuff. But as I said, new at this stuff.

Tehnar
2008-05-27, 05:05 AM
Actually fighters in my campaign get that many skills per level, and now fighters can cross class to skills such as sense motive, spellcraft and so on. The new bounty of skill points didn't cause any imbalances (other then oh the fighter has some ranks in knowledge: nobility).

Eldariel
2008-05-27, 05:20 AM
Few things:
-We've had a ton of Fighter remakes around here and this is among the more boring ones. The idea with Art of Wars, for example, was much more interesting as the class abilities then allow for customization and also come in numbers. Comparatively, this doesn't offer much at the present and really doesn't affect people wanting to take Fighter.
-You should cut down on the dead levels a Fighter suffers of. 9 dead levels is bad, and we still have 3 here. The number needs to be 1-2 at most.
-Faster Than Thought needs to be combinable with Spring Attack. That feat is already totally useless for gawd's sake, let's give it at least an inkling of hope.
-Weapon Aptitude could come earlier. It makes perfect sense for a Fighter.
-4+Int skills is good, as is high Reflex-save. Those aren't overpowering saves, but rather ones that merely make sense.
-Maybe give the Weapon Specialization-chain for free. Fighter 1, 5, 9, 13, 17 and 20 could give parts of it. Also, you need a capstone ability; 19th is all good, but you need something great on level 20, not just Yet Another Feat. Something like "Foil Action" ("if you succeed on an attack of opportunity against opponent, opponent must make an X save vs. your Fighter-level + your X stat + 10 or lose that action") or something else that really just kicks butt and takes names. Something that gives you a reason to take 20 levels of Fighter and something that epitomizes the fact that 20th level Fighter is a combat machine knowing all combat styles and capable of fighting anyone, anywhere, with anything and a danger to even an archmagi.

Tehnar
2008-05-27, 07:37 AM
Few things:
-We've had a ton of Fighter remakes around here and this is among the more boring ones. The idea with Art of Wars, for example, was much more interesting as the class abilities then allow for customization and also come in numbers. Comparatively, this doesn't offer much at the present and really doesn't affect people wanting to take Fighter.

MY idea with this concept was not to remove anything, but add a few new things to the existing fighter concept. My players expressed that playing a fighter is dull, a choice between power attacking or not. Now while giving a fighter warblade maneuver's was one way of thinking, I wanted the fighter to be a class with its own unique class features.



-You should cut down on the dead levels a Fighter suffers of. 9 dead levels is bad, and we still have 3 here. The number needs to be 1-2 at most.

Most of the improvements to fighter bonus feats kick in at level 9 and 15. So I dont think they are real dead level. I moved weapon aptitude to level 3, so it isint a dead level anymore.



-Faster Than Thought needs to be combinable with Spring Attack. That feat is already totally useless for gawd's sake, let's give it at least an inkling of hope.

There are feats in PHB 2 that add more attacks to spring attack. I am reluctant to add Faster then thought to spring attack as I consider spring attack a very good feat, especially with the added fighter bonus that allows the feat use in heavy armor.



-Maybe give the Weapon Specialization-chain for free. Fighter 1, 5, 9, 13, 17 and 20 could give parts of it. Also, you need a capstone ability; 19th is all good, but you need something great on level 20, not just Yet Another Feat. Something like "Foil Action" ("if you succeed on an attack of opportunity against opponent, opponent must make an X save vs. your Fighter-level + your X stat + 10 or lose that action") or something else that really just kicks butt and takes names. Something that gives you a reason to take 20 levels of Fighter and something that epitomizes the fact that 20th level Fighter is a combat machine knowing all combat styles and capable of fighting anyone, anywhere, with anything and a danger to even an archmagi.

I like these ideas, especially the "Foil action". I actually wanted something defensive and this really is cool.