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    Oct 2006
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    Default Re: Strength of Arm and Blade- Barbarian and Fighter Updates

    This is not a good fix. It suffers from too much number bloat, option paralysis on the feat retraining, and lack of otherwise unique class features. Use this one instead.

    The Fighter



    Alignment: Any.
    Hit Die: d10.
    Class Skills: The fighter’s class skills are Balance, Bluff, Climb, Craft, Diplomacy, Gather Information, Handle Animal, Intimidate, Jump, Knowledge (Architecture and Engineering), Knowledge (History), Knowledge (Nobility and Royalty), Listen, Profession, Ride, Search, Sense Motive, Spot, Swim, Tumble, and Use Rope.
    Skill Points at 1st Level: (6 + Int modifier) ×4.
    Skill Points at Each Additional Level: 6 + Int modifier.

    {table=head]Level|BAB|Fort|Ref|Will|Special|Combat Mastery Pool
    1st |+1 |+2 |+0 |+2 |Combat Mastery, My Blade is my Brother, Victor of a Thousand Battles|1
    2nd |+2 |+3 |+0 |+3 |Canny Fighting|2
    3rd |+3 |+3 |+1 |+3 |Armor Mastery,|
    4th |+4 |+4 |+1 |+4 |Imitative Style|3
    5th |+5 |+4 |+1 |+4 |Ogre of Battle, Mettle|
    6th |+6/+1 |+5 |+2 |+5 |Roving Warrior|4
    7th |+7/+2 |+5 |+2 |+5 |Counterattack|
    8th |+8/+3 |+6 |+2 |+6 |Lord of Blades|5
    9th |+9/+4 |+6 |+3 |+6 |Strike of Denial|
    10th |+10/+5 |+7 |+3 |+7 |Giant of Battle, Adaptive Style|6
    11th |+11/+6/+1 |+7 |+3 |+7 |Storm of Steel|
    12th |+12/+7/+2 |+8 |+4 |+8 |Roving Knight|7
    13th |+13/+8/+3 |+8 |+4 |+8 |Masterstroke|
    14th |+14/+9/+4 |+9 |+4 |+9 |Flow of Battle|8
    15th |+15/+10/+5 |+9 |+5 |+9 |Flowing Style, Titan of Battle|
    16th |+16/+11/+6/+1 |+10 |+5 |+10 |Tyrant of Blades|9
    17th |+17/+12/+7/+2 |+10 |+5 |+10 |Improved Mettle|
    18th |+18/+13/+8/+3 |+11 |+6 |+11 |Roving Lord|10
    19th |+19/+14/+9/+4 |+11 |+6 |+11 |Dire Hits|
    20th |+20/+15/+10/+5 |+12 |+6 |+12 |Freeform Style, Colossus of Battle|11[/table]

    Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons, and with all forms of armor and shields (including tower shields).

    Combat Mastery: A fighter is a master of all forms of combat, and he is able to reapply himself quickly. As opposed to other warriors, who must study and apply themselves carefully to learn a technique, a fighter must only practice for a short time to remember it.

    He gains a number of bonus feats, drawn from the list of fighter bonus feats, as shown on the table above. The feats gained from this ability are hereafter referred to as his combat mastery pool.

    Unlike normal bonus feats, a fighter may retrain feats from this pool, and this pool only, with minimal effort. He may switch out any one feat with 15 minutes of quiet meditation and practice, or he may retrain all of them with an uninterrupted hour of practice after a full night’s sleep. He may not retrain a feat currently being used as a prerequisite for another feat or a prestige class, unless he retrains the subsequent feats in the chain as well.

    Tips and Tricks
    Spoiler
    Show
    This ability provides the fighter with incredible flexibility, especially at later levels, when he becomes able to retrain feats during combat. However, with dozens of sourcebooks and hundreds of potential feats, it's quite easy to get bogged down in the minutia and waste large amounts of game-time.

    For that reason, I recommend that fighters prepare a shortlist of useful feats. Come up with useful feat chains-- a tripping build, an archery build, a two-weapon fighting build, and so on. Adapt these to the campaign-- if you're fighting a lot of archery-focused foes, modify the chains accordingly. But do as much of the work as possible between sessions. Briefly note their effects, and include a reference so that you can quickly look it up in case of confusion. This way, when the situation calls for, say, nonlethal damage, you're already ready with the appropriate feats to retrain.

    In addition, the flexibility of this ability dramatically decreases if you use the bonus feats to qualify for prestige classes and other cornerstones of your permanent build. I suggest that if you know that you won't want to retrain a feat, you endeavor to use a non-bonus feat to acquire it.


    My Blade is my Brother (Ex): My Blade is my Brother: A fighter has a near-supernatural connection with his weapons. He selects one weapon he has access to; he gains Weapon Proficiency (if applicable) with that weapon as a bonus feat, and may add half his fighter level (minimum +1) to rolls made to resist being disarmed while wielding his chosen weapon. In addition;

    • At 1st level, he gains Weapon Focus with his chosen weapon.
    • At 3rd level, he gains Weapon Specialization with his chosen weapon.
    • At 6th level, he gains Greater Weapon Focus with his chosen weapon.
    • At 9th level, he gains Melee or Ranged Weapon Mastery.
    • At 12th level, he gains Greater Weapon Specialization with his chosen weapon.
    • At 15th level, he gains Crushing Strike, Driving Attack, or Slashing Fury, whichever is appropriate for his chosen weapon.
    • At 18th level, he gains Weapon Supremacy with his chosen weapon.

    These feats are not included in his Combat Mastery pool, and he does not need to meet the normal prerequisites. A fighter may select a new weapon for this ability to apply to. He must spend one hour training with the new weapon to switch over his feats. This hour does not overlap with the time to retain Combat Mastery feats.

    Victor of a Thousand Battles (Ex): A fighter lacks the extensive formal education of a wizard, but he knows how to kill things. He may make a special knowledge check with a bonus equal to his fighter level plus his Intelligence modifier to identify monsters and their special powers and vulnerabilities. In addition, he receives an insight bonus to attack and armor class against that type of creature, based on the table below

    {table=head]Check Result|Bonus Granted
    10-15|+1
    16-25|+2
    26–30|+3
    31–35|+4
    36+|+5[/table]

    Canny Fighting (Ex): At 2nd level, a fighter may make a number of attacks of opportunity each round equal to his Intelligence modifier. This ability counts as the feat “Combat Reflexes” in terms of prerequisites for feats and prestige classes.

    Armor Mastery (Ex): At 3th level, a fighter may reduce the armor check penalty from any armor he wears by an amount equal to his Strength modifier. He may also ignore the speed penalty from medium and heavy armor.

    Imitative Style (Ex): At 4th level, a fighter can actively learn from his foes. He may spend 5-Int modifier (minimum one) rounds studying a foe, spending a swift action each round to do so. After one round of studying a foe, he becomes aware of what the foe's feats are. After the full duration, he may retrain up to (Int modifier) feats from his Combat Mastery pool as a move action, with the limitation that the new feats must be feats possessed by the studied foe. He must meet all normal prerequisites. A fighter may only retrain his feats once per round.

    Ogre of Battle (Ex): At 5th level, a fighter counts as a creature one size larger when determining when determining his size modifier for combat maneuvers, such as grapple checks, bull rushes, trip attempts, and so on. This ability stacks with powerful build, and with the effects of spells, powers, and abilities that change the subject’s size category.

    Mettle (Ex): At 5th level, a fighter can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping fighter does not gain the benefit of mettle.

    Roving Warrior(Ex): Beginning at 6rd level, when a opponent within a fighter's reach takes a five-foot step, he may, as an immediate action, move five feet to remain within reach of the foe.

    Counterattack (Ex): At 7th level, a fighter’s skill is such that he punishes foes for the slightest mistake. If a foe within his reach makes a melee attack against the fighter and misses by an amount equal to or less than his Intelligence modifier, he may immediately make a melee attack against them at his full base attack bonus.

    Lord of Blades (Ex): At 8th level, when making a full attack, a fighter may make one additional attack at his highest base attack bonus. In addition, for every five points of intelligence modifier, he may make an additional attack at his highest bonus. For example, an 8th level fighter with an intelligence score of 20 (a +5 modifier) could make four attacks: three at a +8 bonus, and one at a +3 bonus. This ability can only be applied once per round, no matter how many full attacks the fighter makes.

    Strike of Denial (Ex): At 9th level, any foe struck by an attack of opportunity by a fighter must halt their movement for the turn.

    Giant of Battle (Ex): At 10th level, a fighter’s Ogre of Battle ability improves. He now counts as a creature two sizes larger when determining his size modifier for combat maneuvers, such as grapple checks, bull rushes, trip attempts, and so on. This ability stacks with powerful build, and with the effects of spells, powers, and abilities that change the subject’s size category.

    Adaptive Style (Ex): At 10th level, a fighter may, as a move action, retrain a number of feats from his Combat Mastery pool equal to one-half his Intelligence modifier. In addition, he no longer must spend a move action to retrain feats after using his Imitative Style ability. This ability may only be used in combat. A fighter may only retrain his feats once per round.

    Storm of Steel (Ex): At 11th level, a fighter’s mastery of combat leaves others in the dust. He may make a full attack as a standard action.

    Roving Knight (Ex): At 12th level, a fighter may move up to ten feet as an immediate action without provoking attacks of opportunity. This ability replaces the usual five foot step. In addition, he may use his Roving Warrior ability without using up his immediate action for the round.

    Masterstroke (Ex): At 13th level, a fighter’s attacks are not affected by damage reduction.

    Flow of Battle (Ex): At 14th level, a fighter no longer provokes attacks of opportunity.

    Titan of Battle (Ex): At 15th level, a fighter’s Giant of Battle ability improves. He now counts as a creature three sizes larger when determining his size modifier for combat maneuvers, such as grapple checks, bull rushes, trip attempts, and so on. This ability stacks with powerful build, and with the effects of spells, powers, and abilities that change the subject’s size category.

    Flowing Style (Ex): At 15th level, a fighter may, as a swift action, retrain a number of feats from his Combat Mastery pool equal to one-half his Intelligence modifier. This ability may only be used in combat. A fighter may only retrain his feats once per round.

    Tyrant of Blades (Ex): At 16th level, a fighter may make a full attack at any point when he’d normally be permitted to make a single attack, such as during attacks of opportunity or when using his Counterattack ability. In addition, when making a full attack, he may make an additional attack at each level of base attack bonus. For example, a 16th level fighter with 30 Intelligence (a +10 modifier, or two extra attacks from Lord of Blades) would have an full attack using the following bonuses: +16/+16/+16/+16/+11/+11/+6/+6/+1/+1. This ability can only be applied once per round, no matter how many full attacks the fighter makes.

    Improved Mettle (Ex): Beginning at 17th level, a fighter’s ability to withstand harmful magic increases even more. This ability works like Mettle, except that while he still negates all effects with a successful Will or Fortitude save, he now only suffers the partial effect on a failed save. An unconscious or sleeping fighter does not receive the benefit of this ability.

    Roving Lord (Ex): At 18th level, a fighter may move up to his speed as an immediate action without provoking attacks of opportunity. In addition, he no longer needs to spend an action to use his Roving Knight ability, although he may not use both Roving Lord and Roving Knight on the same turn.

    Dire Hits (Ex): At 19th level, a fighter deals his foes wounds that are not easily healed. The damage dealt by the fighter cannot be healed naturally, by fast healing, or by regeneration, and is always considered lethal damage, unless the fighter chooses otherwise. In addition, anyone trying to heal such damage magically must make a Heal check with a DC equal to the fighter’s level plus his Intelligence modifier, or the spell has no effect.

    Freeform Style(Ex): At 20th level, a fighter may, as a free action, retrain a number of feats from his Combat Mastery pool equal to his Intelligence modifier. This ability may only be used in combat. A fighter may only retrain his feats once per round.

    Colossus of Battle (Ex): At 20th level, a fighter’s Titan of Battle ability improves. He now counts as a creature four sizes larger when determining his size modifier for combat maneuvers, such as grapple checks, bull rushes, trip attempts, and so on. This ability stacks with powerful build, and with the effects of spells, powers, and abilities that change the subject’s size category.

    Design Philosophy
    Spoiler
    Show
    Cribbing a few ideas from Ziegander's Action Hero fighter fix, the fighter gets attacks. Lots of them. The ability to make upwards of 15 attacks per round, ignoring damage reduction, should remain quite competitive with spells and maneuvers at high levels. Thanks to the wide pool of feats and the X of Battle line of abilities, he should also be able to do a solid job as a tripper/grappler/what have you, and the easily changeable bonus feats should make it easy for him to adapt to whatever role he wants. The large number of skill points, combined with an intelligence focus, should help his out-of-combat abilities.


    New Feats
    Hey, look! New feats, as promised!

    Crushing Tackle
    Prerequisite: Strength 15, Improved Bull Rush
    Benefit: If you successfully Bull Rush a foe into a solid object, deal 1d6 bludgeoning damage per 5 feet he would have been pushed normally, plus twice your Strength modifier.
    Special: A fighter may select this feat as a fighter bonus feat.

    Giant Rush
    Prerequisite: Strength 15, Improved Bull Rush
    Benefit: When you win a Bull Rush attempt, you may push your foe the full distance without having to move with him.
    Special: A fighter may select this feat as a fighter bonus feat.

    Doomhammer
    Prerequisite:Strength 15, Improved Bull Rush, Weapon Focus (Any bludgeoning weapon)
    Benefit: As a standard action, make a single melee attack with a blunt weapon, at a -2 penalty. If your attack hits, deal damage as normal and make a bull rush attempt as a free action, without provoking attacks of opportunity.
    Special: You may combine this feat with the power attack feat. For every -1 penalty you take to attack, gain a +1 bonus on the Strength check for the Bull Rush attempt (+2 for two-handed weapons). This bonus replaces the bonus damage from using power attack. A fighter may select this feat as a fighter bonus feat.

    Brutal Disarm
    Prerequisite: Improved Disarm
    Benefit: Make a disarm attempt as normal. If you have enough arms free to wield the target's weapon, you may grab it and make an immediate melee attack, taking the normal penalties for wielding a weapon in your off hand but catching your opponent flat-footed.
    Special: A fighter may select this feat as a fighter bonus feat.

    Shield Pull
    Prerequisite: Improved Disarm
    Benefit: You may remove a target's shield with a successful disarm attempt, instead of his weapon. The target gets a +4 bonus to resist being de-shielded.
    Special: A fighter may select this feat as a fighter bonus feat.

    Lightning Disarm
    Prerequisite: Combat Reflexes, Improved Disarm
    Benefit: After a successful disarm attempt, you may immediately make a melee attack.
    Special: A fighter may select this feat as a fighter bonus feat.

    Cunning Feint
    Prerequisite: Improved Feint, Intelligence 15
    Benefit: Add your Intelligence modifier to Bluff checks made to feint in combat. In addition, if wielding a weapon to which you could normally apply the benefits of the weapon finesse feat, you may feint as a swift action.
    Special: A fighter may select this feat as a fighter bonus feat.

    Brutal Overrun
    Prerequisite: Improved Overrun
    Benefit: You may make an attack of opportunity against any opponent knocked prone by an ovverrun attempt.
    Special: A fighter may select this feat as a fighter bonus feat.

    Chokehold
    Prerequisite: Improved Grapple
    Benefit: Once you have successfully initiated a grapple, you may deal 2d6+Strength modifier lethal damage every round with a successful grapple check.
    Normal: Damaging an opponent in a grapple deals 1d3+Strength modifier nonlethal damage.
    Special: A fighter may select this feat as a fighter bonus feat.

    Fast Grab
    Prerequisite: Improved Unarmed Strike, Improved Grapple
    Benefit: If you hit an opponent with an unarmed strike, you deal normal damage, and may immediately attempt to start a grapple as a free action without provoking attacks of opportunity. However, you suffer a -4 penalty on the first grapple check.
    Special: A fighter may select this feat as a fighter bonus feat.

    Frogmarch
    Prerequisite: Improved Grapple, Strength 15
    Benefit: When attempting to move during a grapple, you may move up to your full speed with a successful grapple check.
    Normal: You may move up to half your speed with a successful grapple check.
    Special: A fighter may select this feat as a fighter bonus feat.

    Side Throw
    Prerequisite: Strength 15, Improved Grapple
    Benefit: As a standard action, make a grapple check against one foe within melee range. If you win the check, you may immediately make a bull rush attempt against that foe. You do not provoke any attacks of opportunity for the bull rush, and you do not need to move along with your foe to throw him the full distance. After being moved, your foe must make a Reflex save (DC=the difference between your Bull Rush checks) or be knocked prone.
    Special: A fighter may select this feat as a fighter bonus feat.

    Break on Through
    Prerequisite: Improved Sunder, Strength 15
    Benefit: If you miss an opponent in melee combat by an amount equal to or less than your Strength modifier, you may make a sunder attempt against their weapon or armor as a free action. If you destroy it, you deal them melee damage as though you had hit them with the initial attack.
    Special: A fighter may select this feat as a fighter bonus feat.


    Shield Cover
    Prerequisite: Shield Specialization (Any)
    Benefit: As a swift action, you may transfer the shield bonus from your shield to an adjacent ally until the beginning of your next turn. If either of you moves or is forced to move so that you are no longer adjacent, the benefit is lost.
    Special: If your natural reach (ie, from size) is more than five feet, you may extend the benefit of this feat to any ally within your reach. A fighter may select this feat as a fighter bonus feat.

    Watch my Back
    Prerequisite: Combat Expertise
    Benefit: When you fight defensively, use the total defense option, the combat expertise feat, or any other ability where you sacrifice offensive accuracy for defense, you may transfer the defensive bonus to an ally within your reach. The bonus only lasts as long as you are using the ability, and your ally is within your reach.
    Special: A fighter may select this feat as a fighter bonus feat.

    Staredown
    Prerequisite: Intimidate 9 ranks
    Benefit: You may attempt to demoralize an opponent (see the Intimidate skill for details) in combat as a move action. In addition, you gain a +4 bonus on this check.
    Special: A fighter may select this feat as a fighter bonus feat.

    Mass Staredown
    Prerequisite: Intimidate 12 ranks, Staredown
    Benefit: As a standard action, you may attempt to demoralize all opponents within 30 feet with a single Intimidate check.
    Special: A fighter may select this feat as a fighter bonus feat.

    Swift Staredown
    Prerequisite: Intimidate 15 ranks, Staredown
    Benefit: You may attempt to demoralize an opponent (see the Intimidate skill for details) in combat as a swift action.
    Special: A fighter may select this feat as a fighter bonus feat.

    Perfect Terror
    Prerequisite: Intimidate 19 ranks, Staredown, Mass Staredown
    Benefit: After your first successful attack in combat, opponents within 30 feet must make a Will save (DC 10 + ½ level + your Charisma modifier) or become shaken for 4d6 rounds. If they fail the save by five or more, they become frightened for 4d6 rounds instead, and if they fail their save by ten or more, they become panicked for 4d6 rounds instead.
    Special: A fighter may select this feat as a fighter bonus feat.
    Last edited by Grod_The_Giant; 2014-02-04 at 11:39 AM.