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Thread: [Pathfinder] Fighter House Rules

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    Firbolg in the Playground
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    Default Re: [Pathfinder] Fighter House Rules

    Well if you decide you want some more inspiration for abilities, like I said my old fighter fix had a very (almost identical, except with a set round recharge time) similar mechanic to the combat focus. Here's the abilities I had:

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    Active Assault
    Focus: With this ability a fighter can flawlessly place himself where he is most needed in combat. So long as he maintains his Warrior's Focus, he may take a 5-foot step as an immediate action. This is in addition to any other movement he takes during his turn, even another 5-foot step.

    Expend: You may expend your focus as an immediate action to take a full move action.

    Adapt to Opponent
    Focus: The Fighter chooses one opponent, for each round a fighter is engaged in combat with an opponent, or observes an opponent fighting, he gains cumulative +1 circumstance bonus on attack rolls, damage rolls, and AC against that opponent until the end of encounter. This bonus cannot exceed +1 per 3 fighter levels.

    Expend: Double the bonus against the target for the next 3 rounds.

    Blitzkrieg
    Focus: The Fighter can use his ranged attacks to distract an enemy from an approaching melee attacker. While maintaining his Warrior's Focus, whenever you hit an enemy with a ranged attack, that enemy is considered flanked by you for the purpose of adjudicating your allies' melee attacks. This flanked condition lasts until either the enemy is attacked by one of your allies or until the start of your next turn, whichever comes first.

    Expend: The Fighter can expend his Focus as part of an attack action, if the attack hits, the target is treated as staggered for 1d6 rounds.

    Charging Assault
    Benefit: While maintaining his Warrior's Focus, the Fighter can charge or run over difficult terrain, and can make up to one 90-degree turn during a charge or run action.

    Expend: The Fighter can expend his focus as a free action while charging to make a full attack at the end of the charge.

    Clip His Wings
    Focus: The Fighter can aim his ranged weapon at a flying creature in an attempt to force it to land. This allows the Fighter to make a ranged Trip attack against any flying creatures with less than perfect maneuverability. If the attack is successful, the creature must make a Ref save instead of a Str check, with a DC equal to the attack roll. The creature receives a +4 to this save for every step his maneuverability is above Clumsy. Failure means the creature plunges downward a number of feet equal to double his speed, falling damage applied as normal.

    Expend: The fighter may attempt to trip even a target with perfect maneuverability, and the target falls at 3 times their normal speed.

    Climb the Mountain
    Prerequisite: BAB +15
    Focus: The Fighter has become especially good at grappling large opponents. While maintaining his Warrior's Focus, any creature using Crush, Snatch, or any other ability that automatically does damage to a grappled creature does not automatically damage the Fighter. Instead they must win an opposed Grapple check to do the damage. The action type for the damaging ability is unchanged. The Fighter in this state is an especially distracting opponent; any creature who grapples the Fighter while attempting to be treated as not being in a grapple with the Fighter--for instance, with the Improved Grab or Swallow Whole feats--takes a -2 penalty on attacks, saves, ability checks, skill checks and weapon damage rolls so long as he continues to grapple the Fighter.

    Expend: The Fighter eliminates both his and a single opponent's size modifiers in any opposed grapple checks against that opponent for the next 3 turns.

    Combat Foil
    Focus: An enemy attacked by the Fighter takes a -5 penalty to all concentration checks per successful attack until the start of the Fighter's next turn.

    Expend: The Fighter attempts to foil an enemy's action, as an immediate action. To foil, a fighter must hit with a melee touch attack or, providing he has a ranged weapon available, ranged touch attack within the ranged weapon's first range increment. A Fighter may not foil a move or charge action that began out of range.
    If the touch attack is successful, the target is entitled to either a Ref save or a Concentration check, whichever he chooses, with a DC equal to the fighter's attack roll. If the check fails, the foiled action is wasted, and any spell slots, limited ability uses, or the like used to power it are expended.

    Cover Fire
    Focus: While maintaining his Warrior's Focus the Fighter gains the ability to use ranged attacks to keep his foes pinned down and use cover to it's maximum advantage. Any foe the Fighter attacks with a ranged weapon this round counts the Fighter as being in cover, if the Fighter is already in cover he counts as being in improved cover, and if the fighter is already in improved cover he counts as having total cover.

    Expend: The Fighter can expend his Focus to give the defensive benefits of this ability to all allies within 30' until the beginning of his next turn

    Dance of the Weave
    Prerequisite: BAB+19, Master of Arms
    Focus: The Fighter may make an attack of opportunity to nulify a spell or spell-like ability that is targetting him. This attack of opportunity is made, rather than as a normal attack, as an opposed check. The Fighter's BAB plus his Weapon's Enhancement Bonus against the Caster's Caster Level.

    Expend: The Fighter can expend his focus as a free action to reflect the attacked spell back onto the caster, as if affected by Spell Turning.


    Double Weapon Master
    Prerquisites: Two Weapon Mastery, Exotic Weapon Proficiency(Any Double Weapon)
    Focus: While maintaining his Warrior's Focus, the Fighter weilding a double weapon gains an extra attack at highest attack bonus when making an attack as a standard action.

    Expend: As a standard action, make one attack with each end of your weapon against every enemy adjacent to you, at your highest base attack bonus -2.

    Empty Hand Combat
    Prerequisites: Improved Trip or Improved Disarm, Improved Unarmed Strike
    Benefit: The Fighter's unarmed attacks deal damage as though he were a Monk of 1/2 his Fighter level.
    Focus: The Fighter can fight more effectively while unarmed. If he has the Improved Trip feat, he can no longer be counter-tripped if he fails an unarmed Trip attempt. If he has the Improved Disarm feat and has both hands free, his unarmed strike counts as a two-handed weapon for the purposes of disarming an opponent.

    Expend: Make an unarmed Trip or Disarm attempt against all opponents within reach as a standard action, with a -4 on the melee touch attack portion of the attempt.

    Heavy Armor Supremacy
    Prerequisites: Armor Mastery
    Focus: While you are in your Warrior's Focus, you gain DR/- equal to 1/4 your fighter level.

    Expend: Negate the physical damage of one hit, as if for that hit you had infinite DR for that one hit. This ability can be used as an immediate action, after the attack roll, but before damage is calculated. Energy and other nonphysical damage (stat damage, etc) are not affected, as per normal rules for DR.

    Height of War
    Focus: The warrior becomes immune to fear effects.

    Expend: As a free action, reroll any roll you choose chooses. Use of this ability must be announced before the result of the first roll is declared.

    Hold the High Ground
    Focus: With this ability the fighter has become an expert at receiving and holding onto the benefits of a superior position. The fighter now receives the benefits of being on higher ground by default, and only loses them when his foe has the higher ground.

    Expend: The Fighter can force an enemy into a tactically poor position. When the fighter has higher ground than his opponent, he can expend his Warrior's Focus as part of a full attack action. During this full attack, each time the fighter hits an enemy he can, in addition to doing damage, force the enemy to move 5ft, as if the fighter has successfully Bull Rushed him. The Fighter may choose to move into the space the target previously occupied. The enemy provokes attacks of opprotunity for this movement, but not from the fighter."

    Light Armor Supremacy
    Prerequisites: Master of Armor
    Focus: While under the effects of your Warrior's Focus and wearing light armor, you gain an insight bonus to armor class equal to one fourth your Fighter Level, and increase the max dex of the armor by 1/6th of your Fighter level.

    Expend: You may expend your Warrior's Focus as an immediate action to avoid a single attack, or succeed on a single reflex save.

    Master of Armor
    Focus: While under the effect of Warrior's Focus, your armor gains an enhancement bonus to AC equal to one fourth your Fighter Level.

    Expend: Switch out points of enhancement bonus to gain armor enhancements for a number of rounds equal to your Fighter Level. Any remaining enhancement bonus remains active, even outside of your warriors focus, for the same amount of time. Reentering Warrior's Focus does not gain you an additional Enhancement bonus.

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    Code:
    Quality					Point Cost
    Enhancement bonus                            1*
    Fortification, light                         1
    Slick / Shadow / Silent moves                0.5 each **
    Spell resistance (= fighter level)           1
    Slick / Shadow / Silent moves, improved      1 each
    Elemental resistance (per element)           1
    Slick / Shadow / Silent moves, greater       2 each
    Elemental resistance, improved (per element) 2
    Fortification, moderate                      3
    Spell resistance (= fighter level +5)        3
    Elemental resistance, greater (per element)  4
    Spell resistance (= fighter level +10)       4
    Fortification, heavy                         5
    Spell resistance (= fighter level +13)       5
    Note that these are just enhancements available from the PHB, and the DM is encouraged to find other suitable enhancements from any suplement he uses. Particularly any enhancements that seem to denote skill more than an overtly magical effect


    Master of Arms
    Focus: While under the effect of Warrior's Focus, your weapons gain an enhancement bonus equal to one fourth your Fighter Level.

    Expend: Switch out points of enhancement bonus to gain armor enhancements for a number of rounds equal to your Fighter Level. Any remaining enhancement bonus remains active, even outside of your warriors focus, for the same amount of time. Reentering Warrior's Focus does not gain you an additional Enhancement bonus.


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    Code:
    Quality					Point Cost
    Enhancement bonus                            1*
    Bane                                         1
    Defending                                    1
    Ghost Touch				     1
    Keen					     1
    Ki Focus				     1
    Mighty Cleaving				     1
    Throwing				     1
    Wounding				     2
    Speed					     3
    Vorpal					     5
    Note that these are just enhancements available from the PHB, and the DM is encouraged to find other suitable enhancements from any suplement he uses. Particularly any enhancements that seem to denote skill more than an overtly magical effect


    Master of Improvisation
    Benefit: A Fighter with this ability can improvise weapons quickly and easily. In addition to being able to pick up anything handy on the battlefield and immediately use it as an improvised simple weapon*, he can also, with 8 rounds of work and a successful DC 15 Craft check, gather scraps from the battlefield together to make an improvised martial weapon. This Craft DC increases by 2 points for every round taken off the preparation (minimum 1 round), and by 5 points if improvising an exotic weapon. Like improvised simple weapons, the improvised martial/exotic weapon mimics the weapon characteristics of a specific martial or exotic weapon which the Fighter chooses at the time he creates it.

    Focus: While maintaining his Warrior's Focus, the Fighter gains Proficiency with his simple or martial improvised weapons, and can use them without the normal -4 penalty. If he has proficiency with a particular exotic weapon, he also gains proficiency with an exotic improvised weapon that mimics its weapon characteristics.

    Expend: The Fighter throws an improvised weapon as a standard action, doing 1d6 of weapon damage per 2 Fighter levels, plus strength modifier on a successful ranged attack roll. If the weapon was an improvised martial weapon (see above), the weapon damage dealt is 1d6 per Fighter level, plus 3 times strength modifier. An improvised martial weapon thrown in this manner is unusable afterward. In either case, half the weapon damage dealt is considered precision damage, like the rogue's Sneak Attack dice, creatures immune to such damage take half damage.

    Master Rider
    Focus: The fighter gains the ability to drive his mount to perform better in combat as a move action. To successfully drive a mount, the Fighter must make a Ride check with a DC of 20+the mount's total Hit Dice. If the fighter has trained the animal (taught it at least one trick), he receives a +10 bonus on this skill check.

    While being Driven, the mount receives the following benefits:
    -temporary HP equal to the check result
    -a +2 morale bonus to all saves and a 10-ft enhancement bonus to speed for every 4 ranks the Fighter has in the Handle Animal skill.
    -the mount uses his own HD total or the fighter's for determining the effect of spells that are Hit Dice dependant, whichever is greater.

    The effects last for a number of rounds equal to 5+the animal's Con modifier, after which it is fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for 5 rounds. An animal cannot be normally be affected with a second use of this ability while Fatigued.

    Expend: The Fighter can drive even a mount no matter what state it is in. After being Driven while fatigued, the animal is Exhausted (moves at half speed and takes a -6 penalty to Strength and Dexterity).

    Medium Armor Supremacy
    Prerequisites: Master of Armor
    Focus: While under the effects of Warrior's Focus and wearing medium armor, the fighter does not suffer movement penalties due to his armor, and he adds his Armor bonus to AC to touch attacks, up to a maximum equal to his Fighter Level.

    Expend: As an immediate action reduce all damage taken for the rest of the round by 50%, and convert the damage from the next attack taken into subdual damage.

    Reflexive Style
    Focus: The fighter may opt gain the benefits of a [Fighter] feat he does not have that he qualifies for when he enters Warrior's Focus. This feat lasts for 4 rounds, or until the warrior reenters his Warrior's Focus, at which time he chooses a different feat.

    Expend: The fighter may switch his combat styles, and choose a new feat feat that he may use with this combat style. A bonus feat gained in this way lasts until the end of the encounter. This may be used as an immediate action. At 17th level this power becomes a free action.

    Relentless Assault
    Focus: With this ability, a fighter's iterative attacks become more accurate. So long as he maintains his Warrior's Focus, the fighter's iterative attacks are made as successive -3 penalties, rather than the normal -5. This does not give the fighter any more iterative attacks than he would normally have. For example, a fighter who normally makes attacks at +17/+12/+7/+2 would now make attacks at +17/+14/+11/+8.

    Expend: The fighter can end his Warrior's Focus state as part of a full attack action to make all of his iterative attacks at his highest BAB for that round. The above Fighter in this case would make attacks at +17/+17/+17/+17. Expending Warrior's Focus in this fashion is especially exhausting; the fighter's Warrior's Focus recovery time is increased by 1 round

    Shield Ally:
    Focus: While in the Warrior's Focus, a fighter can share his shield bonus to AC with an ally within his reach. As long as both the fighter and the ally are 5 feet away, the fighter shares shield bonus to the ally against opponent threatened by fighter. The fighter's ally does not suffer any ill affects of using a shield, such as an armor check penalty or arcane spell failure. A fighter may shield a number of allies in this manner equal to 1/4 his fighter level.

    Expend: Completely take the damage from one attack against an ally the Fighter is sharing his AC with. Use of this ability must be declared after the attack hits, but before damage is rolled.

    Shield Evasion
    Focus: While in the Warrior's Focus, and wielding a large or tower shield, a fighter gains the evasion ability, as the Rogue special ability except it works with heavy armor. In addition, whenever a fighter makes a Reflex save to which evasion applies, he gains circumstance bonus on that save equal to his shield bonus to AC.

    Expend: A Fighter may expend his Warrior's Focus as an immediate action to end one status effect currently on him.

    Suppressive Fire
    Focus: The Fighter can aim his attacks in an attempt to force his opponent to drop prone. As a standard action, the Fighter can target a single enemy with an attack. The enemy has a choice: to drop prone as a free action and automatically evade the attack, or remain upright and take damage as if the Fighter had landed with a critical hit. Enemies who are already prone cannot be targeted by this ability.

    Expend: The Fighter unload a hail of arrows or similar ammunition over an area, forcing all combatants in the area to seek cover or take damage. To use this effect the Fighter takes a full-round action and chooses a cone-shaped area, with a range of his bow's first range increment. Until the Fighter's next turn, all creatures who end their turn in the area and don't have total cover relative to the Fighter take damage as if the Fighter had hit them with half the total number of ranged attacks he can make in a full attack (damage rolled once, on the Fighter's turn). Creatures affected by this ability are entitled to a Reflex save for half damage, DC equal to 10 plus 5 times his total number of attacks.This action uses a number of arrows equal to twice his total number of attacks.

    Swashbuckling Tactics
    Prerequisite: Dodge, Mobility, Elusive Target
    Focus: While using a one-handed or light weapon in one hand and carrying nothing in the other, the Fighter can turn his body away from attacks, reducing his profile and openness to attack. Against the specific opponent to which the Fighter applies his Dodge feat, the Fighter also has soft cover (+4 to AC) and the equivalent of light fortification (a 25% chance of negating a critical hit or sneak attack). Unlike the normal rules for cover, this form cover does not provide the Fighter the conditions needed to Hide, but both the fortification and the soft cover stack with any magical, racial, or other similar abilities.

    Expend: The Fighter can expend his focus as a swift action to put his whole weight into an all-out blitz. Until his next turn, the Fighter doubles the number of attacks made with his light or one-handed weapon against the opponent designated by his Dodge feat, but in exchange he gives up his Dex to AC against that opponent. A Fighter using this ability can receive extra attacks from the Haste spell and similar magical effects, but such attacks are not doubled by this ability. If at least half of the Fighter's attacks hit during this full attack, the target must make a Fortitude Save DC10+1/2 Fighter Level+Your Dex mod, or be dazed until the end of the Fighter's next turn.

    Swift Strike
    Focus: While in the Warrior's Focus, whenever a fighter uses standard action to make an attack, he can make two attacks at his highest attack bonus instead.
    Expend: Take a full attack action as a standard action.

    Tactical Genius
    Prerequisites: BAB+11
    Focus: While in the Warrior's Focus, a Fighter posessing any of the following feats can add one-half his total Fighter level as a bonus to the indicated ability: Combat Casting, Improved Bull Rush, Improved Disarm, Improved Grapple, Improved Initiative, Improved Trip, Improved Overrun, Improved Sunder, Mobility, Run (bonus to Jump checks).

    Expend: The Fighter may expend his Warrior's Focus to increase this bonus to his full Fighter level for one round, and effectively increase his size category by 1 for purposes of Bull Rush, Disarm, Grapple, Sunder, Overrun, and Tripping.

    Take the High Ground
    Prerequisite: Hold the High Ground
    Focus: With this ability the fighter receives a +2 bonus for being on higher ground than his opponent, rather than the normal +1. This bonus increases by +1 for every additional 6 ranks the fighter has in Balance or Climb (+3 when the fighter has 12 ranks in Balance and Climb, +4 when the fighter has 18 ranks in both skills, and so on.).

    Expend: You can expend your focus as a part of an standard attack, to knock the target back one square per 4 Fighter levels, you may opt to move into any of the squares they were pushed through as a part of this attack.

    True Threat
    Focus:: A Fighter makes himself a presence to be feared on the battlefield. While under the effects of Warrior's Focus, he invokes dread in his enemies, and all enemies within 60' lose all morale bonuses to attack or damage.

    Expend: Make an intimidate check to force any single oponent within 60ft to attack him. The targeted creature must make a modified level check (adding his wisdom bonus to his HD for the check) against your intimidate check. If the creatre fails this check, it must target the Fighter exclusively, or flee for 2d6 rounds. The targetted creature may still fight intelligently, a spellcaster may target others with an area of effect spell, a melee warrior can still use a whirlwind attack, etc, however the enemy must be attacking the Fighter in some way at all times. The creature may retry its saving throw at the end of each round at the end of its turn (after moving and/or attacking the Fighter). Any creature that resists your True Threat becomes immune to it for 24 hours. Mindless and dominated creatures are unaffected by this ability.

    Two Weapon Mastery
    Prerequisites: Two Weapon Fighting, BAB+11
    Focus: While maintaining his Warrior's Focus, the Fighter reduces his penalties from Two Weapon Fighting by 1 per 5 Fighter levels. (to a maximum of 0), and can make an offhand attack when making a standard action attack.

    Expend: The Fighter may expend his Warrior's Focus as a free action after hitting a target with both of his weapons in one turn. The target is inflicted with ongoing damage equal to one hit from their mainhand weapon at the start of each turn, this effect may be ended with a fortitude saving throw, with a DC equal to 10+1/2 fighter level+the Fighter's dexterity modifier, made at the end of their turn.
    Last edited by Seerow; 2011-12-17 at 02:25 AM.
    If my text is blue, I'm being sarcastic.But you already knew that, right?