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  1. - Top - End - #1
    Ogre in the Playground
     
    Jopustopin's Avatar

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    Default Jopustopin's Fighter Fix (PEACH)

    Fighter





    Level BAB Fort Save Ref Save Will Save Special
    1st +1 +2 +0 +2 Weapon, Armor, and Shield Aptitude, Basic Training
    2nd +2 +3 +0 +3 Weapon Focus, Bonus Feat
    3rd +3 +3 +1 +3 Heroic Reflexes, Trusting his Gut
    4th +4 +4 +1 +4 Weapon Specialization, Bonus Feat
    5th +5 +4 +1 +4 Whatever it Takes
    6th +6/+1 +5 +2 +5 Combat Training, Adaptable Warrior, Bonus Feat
    7th +7/+2 +5 +2 +5 Improved Weapon, Armor, and Shield Aptitude
    8th +8/+3 +6 +2 +6 Heroic Fortitude, Bonus Feat
    9th +9/+4 +6 +3 +6 Improved Critical
    10th +10/+5 +7 +3 +7 Advanced Training
    11th +11/+6/+1 +7 +3 +7 Combat Intuition, Seen it All
    12th +12/+7/+2 +8 +4 +8 Supreme Weapon, Armor, and Shield Aptitude, Bonus Feat
    13th +13/+8/+3 +8 +4 +8 Heroic Willpower, Ignore Armor (Medium)
    14th +14/+9/+4 +9 +4 +9 Improved Adaptable Warrior, Bonus Feat
    15th +15/+10/+5 +9 +5 +9 Accelerated Reactions
    16th +16/+11/+6/+1 +10 +5 +10 Practiced Initiator, Bonus Feat
    17th +17/+12/+7/+2 +10 +5 +10 Weapon, Armor, and Shield Aptitude Mastery, Bonus Feat
    18th +18/+13/+8/+3 +11 +6 +11 Legendary Heroics, Bonus Feat
    19th +19/+14/+9/+4 +11 +6 +11 Weapon Supremacy, Bonus Feat
    20th +20/+15/+10/+5 +12 +6 +12 Supreme Fighter, Bonus Feat

    Spoiler: Introduction
    Show
    Hi everyone, been working on this for... I dunno years (off and on). Well some poor soul is willing to try him out to see where he's at. I'm aiming for tier 3. PEACH! Thanks! My inspiration for this class is from the Player's Handbook, "Of all classes, fighters have the best all-around fighting capabilities...In addition to general fighting prowess, each fighter develops particular specialties of his own. Lastly: The fighter excels in a straight fight, but he relies on others for magical support, healing, and scouting. On a team, it is HIS JOB TO MAN THE FRONT LINES, PROTECT OTHER PARTY MEMBERS, AND BRING THE TOUGH OPPONENTS DOWN."


    Hit Dice: d10
    Alignment: Any
    Class Skills: Balance, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (History), Knowledge (Nobility and Royalty), Knowledge (Architecture and Engineering), Martial Lore, Profession, Listen, Ride, Sense Motive, Spot, Swim, Tumble, and Use Rope

    Skill Points at 1st Level: (4 + int) x 4
    Skill Points per level: 4 + int

    Class Features:
    Spoiler
    Show

    Weapon and Armor Proficiencies
    The fighter is proficient with all simple and martial weapons, all armor, and all shields (including tower shields). The fighter may instead have the exotic shield proficiencyRoS feat instead of proficiency with the tower shield.

    (1st) Weapon, Armor, and Shield Aptitude
    You have the flexibility to adjust your weapon training.
    You can spend 1 hour in practice to change the designated weapon or group of weapon for any feat you have that applies only to a single weapon or a group of weapons (such as Ranged Weapon Mastery). You can change the designated armor for any feat you have that applies only to a single type of armor or armor type (such as Heavy Armor Optimization). You can change the designated shield for any feat you have that applies only to a single type of shield or shield category (such as Shield Specialization). You must have the newly designated weapon, armor, or shield available during your practice session to make this change. You can adjust any number of your feats in this way, and you don’t have to adjust them all in the same way. However, you can’t change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess.

    At 7th level it only takes a full-round action to complete the change.
    At 12th level it takes a move action.
    At 17th level it's "not-an-action." In effect the designated feat switches automatically for whichever weapon the fighter is currently swinging, armor he's currently wearing, or shield he's currently getting a shield bonus from.

    (1st) Basic Training
    A fighter has the best "all-around" fighting capabilities. He gains the benefits of Power Attack, Two-Weapon Fighting, Shield Specialization, Point Blank Shot, Improved Unarmed Strike, and exotic weapon proficiency (as the feat). He does not need to meet the ability score prerequisites to use these abilities as long he does not multi-class or prestige class. This ability only works if the fighter does not multi-class. The fighter may choose to lose this ability and instantly earn one of the above as a bonus feat. For example, if he multi-classes out of fighter he may lose the benefits of Basic Training and gain one of the above feats as a bonus feat. He must meet the ability score prerequisite for the bonus feat.

    (2nd) Weapon Focus
    A fighter gains Weapon Focus as a bonus feat. This feat may not be changed out with Adaptable warrior but the weapon designation can be changed with Weapon Aptitude.

    Bonus Feats
    As the PHB fighter ability of the same name.

    (3rd) Heroic Reflexes
    As an immediate action, after failing a reflex save:
    A fighter who has his movement restricted in anyway (such as with an entangle spell) due to failing a reflex save, and has the option to make an escape artist check or strength check to move on his turn, may make an escape artist check or strength check and if successful can move up to half their speed as part of this action.
    A fighter who has fallen prone due to failing a reflex (such as with a grease spell) save may stand up with a DC 20 tumble check.
    A fighter who has their movement restricted or altered in any other fashion due to failing a reflex save (such as with a cyclonic blast), may make another reflex save at the original DC and if successful can move up to half their speed as part of this action.

    (3rd) Trusting his Gut
    At 3rd level a Fighter begins to rely on his gut and experience in battle. A fighter gains a special use of the sense motive skill while in combat. If he has already acted in combat and a spell is cast with a spell component that he can see, hear, or sense, he can make a sense motive check, with an insight bonus equal to 1/2 his fighter level, opposed by the spellcasters bluff check. Spellcasters gain an insight bonus equal to 1/2 their caster level on this bluff check. This is not rote memorization by the fighter, merely knowing that there are only so many spells that would be cast in such a situation and assessing his target to try to figure out what he's about to do. If the Fighter succeeds then the Fighter knows what spell is being cast. For powers and manifesters, the fighter relies on their manifestation display and manifesters gain an insight bonus equal to 1/2 their manifester level on their bluff check.

    At 15th level a fighter has fought long enough and seen it all. His gut instinct on what spellcasters are doing seems to start before anything has even happened yet (much like a spider's ability to react to danger). He no longer needs any sensory input to make this sense motive check. The Fighter is thus immune to the skill trick False Theurgy. Spells, spell-like abilities, supernatural abilities that mimic spells, powers, and psi-like abilities are all viable targets for this ability.

    (4th) Weapon Specialization
    A fighter gains Weapon Specialization as a bonus feat. This feat may not be changed out with Adaptable warrior but the weapon designation can be changed with Weapon Aptitude.

    (5th) Whatever it Takes
    Sometimes a fighter is being swallowed whole, other times he's being grappled by a Roper, whatever the case may be don't count the fighter out just yet. The battle isn't over while the fighter still breathes. He gains the use of two tactical maneuvers:
    I'm Still Fighting Here Whenever the Fighter fails a grapple check, he may, as an immediate action, attack with one of his weapons. This attack is made at a -8 bonus, but is otherwise unhindered, unless the fighter is pinned. If he makes this attack after being swallowed whole, the attack is done against the creature's gizzard and counts towards helping the Fighter escape his dire situation. If the Fighter is pinned the attack is an unarmed strike performed by any available body part.
    Charging Spree: In order to use this maneuver a fighter must have charged an opponent and missed. If he wishes he can attempt to start a bull rush as a free action. If, for whatever reason, the fighter gets multiple attacks at the end of the charge, starting a bull rush after a miss ends his ability to make further attacks.

    (6th) Combat Training
    A fighter improves his all-around combat capabilities. He gains the benefits of the following feats: Improved Bull Rush, Improved Two-Weapon Fighting, Shield Ward, Improved Initiative, Improved Grapple, and Blind-Fight. If the Fighter hasn't lost his Basic Combat Training ability by earning one of the basic feats, he gains the benefits of the following feats and does not need to meet the ability score prerequisites. If he has lost Basic Combat training, he instead gains one of the following feats as a bonus feat.

    (6th) Adaptable Warrior
    Once per day, a fighter may spend 8 hours in training to completely change one of his fighter bonus feats to any other fighter bonus feat. If he picked a fighter bonus feat for his normal level-dependent feat he can change this as well (as long as it stays a fighter feat). The feat replaced must be one the fighter could have originally earned in its place. This is much like the PHB II retraining rules except that it's usable every day.

    (8th) Heroic Fortitude
    As an immediate action after failing a fortitude save a fighter may select any effect that is currently affecting him and is the result of failing a fortitude save. With a successful saving throw (at the original DC) that effect ends immediately. If prone the fighter may stand up as part of this action with a DC 20 tumble check.

    (9th) Improved Critical
    He gains Improved Critical as a bonus feat. This feat may not be changed out with Adaptable warrior but the weapon designation can be changed with Weapon Aptitude.

    (10th) Advanced Training
    A fighter continues his advancement to his all-around combat capabilities. He gains the benefits of the following feats: Shield Sling, Oversized Two-Weapon Fighting, Reckless Offense, Superior Unarmed Strike, and Quick Draw. If the Fighter hasn't lost his Basic Combat Training ability by earning one of the basic feats, he gains the benefits of the following feats and does not need to meet the ability score prerequisites. If he has lost Basic Combat training, he instead gains one of the following feats as a bonus feat.

    (11th) Combat Intuition
    A fighter knows the battlefield like a wizard knows her spellbook. A fighter cannot be an unaware combatant. He rolls initiative in the surprise round even if he would normally be surprised. If he acts first, he is aware that combat has started even if there is no obvious threat.

    (11th) Seen it All
    Anytime a fighter takes damage from an attack or can see an attack he can make a sense motive check opposed by the creatures bluff check. If the fighter wins he gains blindsight 120 ft. against ONLY that creature until the end of the fighter's next turn.

    (13th) Heroic Willpower
    As an immediate action, after failing a Will save, the fighter must make another Will saving throw (at the original DC). If successful all effects caused by failing that Will save end. This ability is reflexive in nature, that is, even if the fighter is charmed or asleep or otherwise unable to take actions (or not aware that he should take this action), he must take this action. If he has already used his immediate action for the turn this ability is used at the start of his next turn. If successful and the fighter is prone he may stand up with a DC 20 tumble check as part of this action.

    (13) Ignore Armor (Medium)
    A fighter's speed is no longer reduced by wearing medium armor or carrying a medium load. A fighter wearing medium armor can use the tumble skill normally. All Armor Check Penalties are reduced by 1.

    (14th) Improved Adaptable Warrior
    A fighter may spend one hour to change one of his bonus fighter feats for another. He is no longer limited to once a day. This has the same restrictions as Adaptable Warrior.

    (15th) Accelerated Reactions
    First and Foremost: After all effects have been calculated and initiative has been rolled, the fighter acts first. His place in the initiative order moves to one higher than whoever rolled the highest. If two fighters have this ability then whoever rolled higher on initiative originally acts first. If, for whatever reason, someone has an ability that can interrupt the fighter before he has acted, that ability is delayed until after the fighter has finished one action. If someone has an ability that moves them to the top of the initiative order before the fighter has gone, the fighter simply moves his initiative to one higher. For instance a wizard has foresight and decides to cast celerity (The fighter can make a Trusting his Gut check to know what the wizard is doing). The fighter may make a single attack first (of a full attack) or take a single move action or any partial action that would normally be allowed in a typical surprise round. If there are two fighters with this ability then both of them are allowed to take a single action. This may result in Fighter 1 taking a half turn, fighter 2 taking a half turn, and then the wizard going before Fighter 1 finishes his turn and then fighter 2 finishes his turn.
    Supreme Blade Parry: The fighter always has DR 5/-. This is not a stance and it's remarkably similar name and effect to a tome of battle stance is purely coincidental.
    Momentary Opening A fighter can start a grapple any time that he successfully makes a melee attack without provoking an attack of opportunity. If his weapon has reach, then the fighter uses the weapon itself to begin the grapple and moves into his opponents square on a successful grapple check. Moving, as normal, provokes attacks of opportunity from threatening opponents, but not from your target.

    (16th) Practiced Initiator
    The Fighter's IL is increased by +4. He is no longer limited to taking Martial Study feat 3 times. He gains Sudden Recovery as a bonus feat.

    (18th) Legendary Heroics A fighter rolls twice and takes the higher roll whenever rolling a saving throw.

    (19th) Weapon Supremacy
    A fighter gains Weapon Supremacy as a bonus feat. This feat may not be changed out with Adaptable warrior but the weapon designation can be changed with Weapon Aptitude.

    (20th) Supreme Fighter
    A fighter who reaches this level of mastery have achieved a god-like level of fighting abilities. He may choose one of the following abilities:

    Master of Every Style Once per round, as a free action, a fighter may change one of his bonus fighter feats to any other.
    Master of Speed His movements and reaction have reached god-like proportions. He gains all the benefits of the haste spell as an extraordinary ability. This effect is cumulative with similar effects, such as that provided by a weapon of speed or the Haste spell. If the target of the slow spell, this ability is canceled by Slow for the duration of the spell, but the effects of the slow spell do not apply. In effect, the slow spell returns the fighter to normal speed.
    Master of Accuracy A fighter does not automatically miss when rolling a natural 1. A fighter automatically confirms critical threats.


    Version 1.003 - Thanks Xgya!
    Version 1.005 - Making up Numbers now!
    Last edited by Jopustopin; 2024-02-09 at 02:53 PM.
    If I could play dungeons & dragons with only four books: MM I, DMG, PHB, & ToB
    Dragon Shaman Handbook. Fighter Fix.
    Camel's Handbook

  2. - Top - End - #2
    Bugbear in the Playground
     
    Xgya's Avatar

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    Sep 2016

    Default Re: Jopustopin's Fighter Fix (PEACH)

    Quote Originally Posted by Jopustopin View Post
    Class Features:
    Weapon and Armor Proficiencies
    The fighter is proficient with all simple and martial weapons, all armor, and all shields (including tower shields). The fighter may instead have the exotic shield proficiency feat instead of proficiency with the tower shield.
    Alright, the ability to trade tower shield proficiency for exotic weapon proficiency is rather strong, but flavorful and balanced. I like it.

    (1st) Weapon Aptitude
    As the Warblade ability of the same name.

    (1st) Armor and Shield Aptitude
    At 1st level a fighter can spend 1 hour in armor or shield practice to change the designated armor or shield for any feat he has that applies to only a single shield. For example, a Fighter may spend an hour with a buckler to change his shield specialization (heavy) feat to shield specialization (buckler).
    Had the warblade been built after the Fighter, the Fighter would have had this ability. Adapting it to armor feats is a logical follow-up.

    (1st) Basic Training
    A fighter has the best "all-around" fighting capabilities. He gets Power Attack, Two-weapon fighting, shield specialization, point blank shot, and improved unarmed strike as bonus feats. As long as he does not multi-class or prestige class he does not need to meet the ability score prerequisites to use these feats. Only through a single minded focus and hours of training and determination, adventure in and adventure out, can the fighter hope to overcome an ability score deficit.
    I see a lot of wrong with this ability.
    Given that DCFS is a thing, 5 feats at level 1 is a VERY strong thing. The fact that multiclassing only means he needs to have prerequisites for the feats to still get them all remains a very strong ability.
    I'd change the wording a bit.
    "The Fighter gets the benefits of the following feats as long as he is single-classed or that he meets the prerequisites of the feats. These are not feats, nor do they count as such to determine which feats the Fighter might choose later on. At any point in his career, the Fighter may choose to lose this ability, and instantly earn one of the feats named. Once this is chosen, it cannot be changed."

    There. It allows a Fighter to either be versatile, earning some level of skill with all combat styles, or to finally specialize, but disallows various tricks that let people trade in feats, and still requires spending actual feats to earn feat chains.

    (2nd) Weapon Focus
    A fighter gains Weapon Focus as a bonus feat

    Bonus Feats
    As the PHB fighter ability of the same name.
    An extra combat feat usable with weapon aptitude.

    (3rd) Heroic Reflexes
    As an immediate action, after failing a reflex save, a fighter may select any effect that is currently affecting him, has a duration expressed in rounds, and is the result of failing a reflex save. With a successful saving throw (at the original DC) that effect ends immediately. The fighter may then take a move action as part of this action. If the fighter moves five feet or less during his move action then it does not provoke an attack of opportunity.
    The number of effects that can be ended with a reflex save are far and few, and Fighters have notably low Reflexes.
    I like the INTENT behind this ability, but the usability is almost nil.
    "Once per day per point of (wisdom? int? Certainly not dex, con or str) bonus, (minimum 1) a third-level Fighter can move up to his speed as an Immediate action. If this is done in reaction to an area attack including the Fighter, and he manages to move out of area the attack was aimed at, he does not suffer any ill effects from that attack."
    So, limited usage, but it allows both tactical movement, something any fighter would love to have, and it also has defensive uses. Whether it should be usable more than once per day, comparatively, a Warblade might have a skill-check-related movement ability once per encounter as a swift action instead, and a swordsage teleports as a standard, with the all-powerful T1 Wizard getting int bonus per day, but only a third of his movement for the same action type.
    It also makes the class a bit more MAD, which is something you'll find common in many T3 classes: main focus on one or two stats, with a third that's beneficial to have, but not primary.

    (3rd) Trusting his Gut
    At 3rd level a Fighter begins to rely on his gut and experience in battle. A fighter gains a special use of the sense motive skill that is continuously in affect. If he has already acted in combat and a spell is cast with a spell component that he can see, hear, or sense, he can make a sense motive check, with an insight bonus equal to 1/2 his fighter level, opposed by the spellcasters bluff check. Spellcasters gain an insight bonus equal to 1/2 their caster level on this bluff check. This is not rote memorization by the fighter, merely knowing that there are only so many spells that would be cast in such a situation and assessing his target to try to figure out what he's about to do. If the Fighter succeeds then the Fighter knows what spell is being cast. For powers and manifesters, the fighter relies on their manifestation display and manifesters gain an insight bonus equal to 1/2 their manifester level on their bluff check.

    At 15th level a fighter has fought long enough and seen it all. His gut instinct on what spellcasters are doing seems to start before anything has even happened yet (much like a spider's ability to react to danger). He no longer needs any sensory input to make this sense motive check. Spells, spell-like abilities, supernatural abilities that mimic spells, powers, and psi-like abilities are all viable targets for this ability.
    I like this thing. "I've seen it all. You're trying to aim at me with some sort of area spell because I'm wearing plate armor, around many allies and most likely with low reflexes. That's gotta be a fireball... no, you're a stronger caster than that... Cone of Cold?"

    (4th) Weapon Specialization
    A fighter gains Weapon Specialization as a bonus feat

    (5th) Whatever it Takes
    Sometimes a fighter is being swallowed whole, other times he's being grappled by a Roper, whatever the case may be don't count the fighter out just yet. The battle isn't over while the fighter still breathes. He gains the use of three tactical maneuvers:
    I'm Still Fighting Here To use this maneuver, a fighter must currently have been swallowed whole. A fighter may use any slashing or piercing weapon to escape. Furthermore any damage done to the creature's gizzard counts against the creature's total hit points.
    Stunning Escape: To use this maneuver, a fighter must currently be grappling or pinned by an opponent. By winning an opposed grapple check a fighter may deliver a stunning unarmed strike at a -4 penalty to the grappling creatures head (or -8 if the fighter is pinned). The attack is made with a head-butt, elbow, or any other available body part. A creature who takes damage from this attack must make a fortitude save (DC 10 + 1/2 Fighter Class Level + STR modifier) or be stunned until the beginning of its next turn. Creatures immune to critical hits cannot be stunned.
    Charging Spree: In order to use this maneuver a fighter must have charged an opponent and missed. If he wishes he can attempt to start a grapple as a free action. If, for whatever reason, the fighter gets multiple attacks at the end of the charge, starting a grapple after a miss ends his ability to make further attacks.
    This is many feats sprung into one class feature. The anti-grapple ability requiring a grapple check is counter-intuitive. I'd simply apply the Fighter's ability to hurt things while he's swallowed to apply to all types of grapples.
    "Whenever the Fighter fails a grapple check, he may, as an immediate action, attack with one of his weapons. This attack is made at a -8 bonus, but is otherwise unhindered, even if the Fighter is Pinned or should otherwise be unable to attack. If he makes this attack after being swallowed whole, the attack is done against the creature's gizzard and counts towards helping the Fighter escape his dire situation"
    I'd also change the Charging Spree to a Bull Rush instead. Because it makes much more sense to push people than it would to suddenly drop your weapon and grab them.

    (6th) Combat Training
    A fighter improves his all-around combat capabilities. He gains the following feats: Improved Bull Rush, Improved Two-Weapon Fighting, Shield Ward, Precise Shot, Improved Grapple, and Blind-Fight. As long as he does not multi-class or prestige class he does not need to meet the ability score prerequisites for these feats. If he has any of these feats already he may choose any feat that has that feat as a prerequisite (although he must meet all ability score prerequisites for that feat).
    Once again, the ability to gain 6 feats at once is a bit strong.
    "If the Fighter hasn't lost his Basic Combat Training ability by earning one of the basic feats, he gains the benefits of the following feats. If he has lost Basic Combat training, he instead gains one of the following feats as a bonus feat."

    Note that this lets a Fighter naturally earn all the basic feats needed for Shock Trooper exactly at level 6, but only if he chose to specialize. If he didn't, he becomes good at a large amount of useful things, some of which can be combined into a rather dangerous whole.

    (6th) Adaptable Warrior
    Once per day, a fighter may spend 8 hours in training to completely change one of his fighter bonus feats to any other fighter bonus feat. If he picked a fighter bonus feat for his normal level-dependent feat he can change this as well (as long as it stays a fighter feat).
    That one has been seen in Pathfinder. The ability to change your specialization is useful when you find a piece of loot worth doing so. As long as it follows the retraining rules, it's AOK.
    Just add the disclaimer "The feat replaced should be one the Fighter could have originally earned in its place."

    (7th) Improved Weapon Aptitude
    It now only takes a full round action to change the designated weapon feat instead of an hour.

    (7th) Improved Armor Aptitude:
    It now only takes a full round action to change the designated armor or shield feat instead of an hour.
    The Warblades did it. The Fighter SHOULD do it better. Now, they do. I love this thing. Keep it as-is. I'm reading this level by level, so I don't know if there's a higher level ability that lets them change them ALL as a Full-Round action, but there should be. "Weapon focus, critical, specialization, supremacy, mastery, from Greatsword to... Heavy Crossbow! Shoot Shoot Shoot!"

    (8th) Heroic Fortitude
    As an immediate action after failing a fortitude save a fighter may select any effect that is currently affecting him, has a duration expressed in rounds, and is the result of failing a fortitude save. With a successful saving throw (at the original DC) that effect ends immediately. The fighter may then take a move action as part of this action. If the fighter moves five feet or less during his move action then it does not provoke an attack of opportunity.
    Now THAT's an "Heroic" ability worth the title. Many Fort effects worth cancelling. Of course, the Warblades will simply IHS all the things away, but it's worth it. He gains this and another flavorful ability.
    I'd limit the number of times per day it's available like Heroic Reflexes above, and stop him from being able to gain extra movement out of it. There's enough continuous Fort save things worth cancelling for this not to need more power. Remove the "has a duration expressed in rounds" too.
    "Once per day per point of (wis/int?) bonus, (minimum 1) the Fighter may reroll a Fortitude save he just failed. Additionally, if the effect has a lessened effect on a successful save, and the Fighter succeeds on his second attempt, he does not face the lessened effect at all"
    There. Heroic Reflexes for movement, Heroic Fortitude because dying to Finger of Death isn't heroic enough.

    (8th) Hustle
    At 8th level the fighter can move at their normal speed while wearing medium or heavy armor or when carrying a medium or heavy load. If you already have this (like if you're a dwarf) you instead get a +10 foot bonus to your base speed.
    Reworded: "While wearing medium or heavy armor or when carrying a medium or heavy load, increase your movement speed by 10ft." No need to specify Dwarf or anything else. It just works.

    (9th) Improved Critical
    He gains Improved Critical as a bonus feat

    (10th) Know the Battlefield
    A fighter is the best at fighting. He knows everything that is going on and can anticipate his opponent with uncanny prediction. It's not that the fighter is smarter or wiser than his opponents. It's that fighting is all he cares about. A fighter eats, sleeps, and dreams about kicking the snot out of hill giants. About fighting his way out of ambushes. Once initiative has been rolled the random hillside or the city street turns into the battlefield. A fighter knows the battlefield like a wizard knows her spellbook. At 10th level a fighter gains several advantages when fighting on his home turf (which is wherever he's fighting).
    He gains the use of more tactical maneuvers:
    No Place Like Home: A fighter cannot be an unaware combatant. He rolls initiative in the surprise round even if he would normally be surprised. If he acts first, he is aware that combat has started even if there is no obvious threat.
    Know thy pieces: A fighter gains a bonus to knowledge checks to identify enemies equal to half his fighter level. A fighter may take a move action to determine how many hit points a creature he's identified with the appropriate knowledge check has. A fighter can tell just by the way his allies move how many hit points they are at. It is not metagaming for the fighter to keep track of the damage that is done to know how close to victory he is.
    Too Predictable: Anytime a fighter takes damage from an attack or can see an attack he can make a sense motive check opposed by the creatures bluff check. If the fighter wins he gains blindsight 120 ft. against ONLY that creature until the end of the fighter's next turn.
    Book Learned Fighter: In combat, the fighter gets an insight bonus equal to half his fighter level on all knowledge checks to identify monsters and their special powers or vulnerabilities. He may not know their names, as he wouldn't find that information useful, but he'll know what they are able to do as it relates to combat.
    That list of abilities is HUGE. The initiative one is awesome. Even if they only gained this ability then, it'd still be an awesome level to gain.
    I'd just keep that one, and add a stacking +(int/wis? minimum +1) to initiative to boot. The Fighter acts first, and senses whenever a place has turned from anything into a battlefield instinctively.
    The knowledge ones are not thematic of Fighters AT ALL, even if you added two Knowledges to his class skills, none of which are used to identify creatures.

    (11th) Advanced Training A fighter that advances to 11th level finds that he is still the best at all around fighting. A fighter gains the following feats: Rapid Shot, Quick Draw, Greater Two-Weapon Fighting, Superior Unarmed Strike, Improved Initiative, and Iron Will. As long as he does not multi-class or prestige class he does not need to meet the ability score prerequisites to use these feats. If he has any of these feats already he may choose any feat that has that feat as a prerequisite (although he must meet all ability score prerequisites for that feat).
    Yadda yadda, same as above. Either a bunch of strong benefits, or just one if you chose to specialize.

    (12th) Supreme Weapon Aptitude
    A Fighter need only spend a move action to change the designated weapon feat to another.

    (12th) Supreme Armor Aptitude
    A Fighter need only spend a move action to change the designated armor or shield feat to another.
    Yay improvements.

    (13th) Heroic Willpower
    As an immediate action, after failing a Will save, a fighter may select any effect that is currently affecting him, has a duration expressed in rounds, and is the result of failing a Will save. With a successful saving throw (at the original DC) that effect ends immediately. The fighter may then take a move action as part of this action. If the fighter moves five feet or less during his move action then it does not provoke an attack of opportunity.
    Change the wording to be the same as the one I gave for Heroic Fortitude above. Reroll the save. Negate its effects entirely, even if there would have been a lesser effect on a successful save. X times per day. As the three Heroic abilities were set right now, failing a save pushed the fighter forward faster than succeeding, which is a very odd mechanic.

    (14th) Improved Adaptable Warrior
    A fighter may spend one hour to change one of his bonus fighter feats for another. He is no longer limited to once a day.
    Same limits as above.

    (15th) Own the Battlfield
    It's not enough to know the battlefield. Any true fighter struts around the place like he's been living there for the last 15 levels. Oh yeah, that's right. He has. When initiative has been rolled, the fighter welcomes everyone to his home. And as long as your living here, under his roof, you play by his rules.
    First and Foremost: After all other effects have been calculated, the fighter goes first in combat. Say a Wizard had crafted a contingent celerity to go first in combat. The fighter nopes that ****. My house, my rules. Effectively his initiative count is +1 over whoever rolled the highest. If two or more fighters have this ability they will roll a dexterity check to see who goes first.
    Supreme Blade Parry: The fighter always has DR 5/-. This is not a stance and it's remarkably similar name and effect to a tome of battle stance is purely coincidental.
    Bring the Fight Home A fighter can start a grapple any time that he successfully makes a melee attack. If his weapon has reach, then the fighter uses the weapon itself to begin the grapple and moves within arms reach of his opponent on a successful grapple check.
    Disrupting Flow: A fighter can make an attack of opportunity against opponents who let there guard down, even for a split second. Swift Actions and Immediate Actions provoke attacks of opportunity if they are spells or spell-like abilities and may be disrupted as normal. Five foot steps provoke attacks of opportunity. Being stunned provokes attacks of opportunity.
    The first ability is weirdly worded, and doesn't work. Celerity doesn't change the Wizard's initiative, it allows him to cast a spell as an immediate action even when it isn't his turn. The fact that the Fighter's turn comes first has absolutely no power over this.
    It IS a rather high level ability, but you need something else.
    How about: "During surprise rounds, the Fighter is always fully aware and can take a full round's worth of actions (instead of only a standard action)"
    The grapple rule needs to mention that if the Fighter has the Improved Grapple feat, this extra movement when using a reach weapon doesn't cause attacks of opportunity
    The Disrupting Flow ability disrupts combat far too much to be worth it, and is indeed far too powerful at this point.
    Instead, give them a perma-thicket that doesn't require a stance. "Any movement, even 5ft steps and tumbling provokes attacks of opportunity from the Fighter."

    (16th) Fighting Mastery
    The Fighter's IL is increased by +4. He is no longer limited to taking Martial Study feat 3 times. He gains Sudden Recovery as a bonus feat.

    (17th) Weapon and Armor Aptitude Master
    At 17th level any feat that applies only to a single weapon now applies to any weapon the fighter is currently making an attack with. In effect the feat's weapon designation switches automatically whenever the fighter makes an attack. Furthermore any feat that applies only to a single type of armor or shield now applies to any armor or shield the fighter is currently gaining an armor or shield bonus from.
    I misread this at first. So it applies to any feat with (weapon type) in its name. One useful thing is for fighters without a tower shield. At level 17, they officially just earned "Exotic Weapon Proficiency(everything)"

    (18th) Legendary Heroics A fighter rolls twice and takes the higher roll whenever rolling a saving throw. If both die rolls would have passed the fighter may take a move or standard action as an immediate action.
    Once again, this would make the fighter having to save against things make him move across the battlefield.
    If you keep my ideas for all the Heroic abilities above, then you need but add: "Heroic Reflexes, Heroic Fortitude and Heroic Will's daily uses are now calculated per encounter. These recover once the Fighter gets 5 minutes of rest."
    Now, you have a Fighter with VERY strong tactical mobility as an immediate action, rerolls on any save as immediate actions and Mettle on those rerolls and he has this all day long.

    (19th) Weapon Supremacy
    A fighter gains Weapon Supremacy as a bonus feat.

    (20th) Supreme Fighter
    Master of Every Style Once per round, as a free action, a fighter may change one of his bonus fighter feats to any other.
    Master of Arms Taking any action, including free actions and "not-an-action" actions, provokes an attack of opportunity.
    Master of Speed Once per combat the fighter may take two full attack actions in one round.
    Master of Accuracy A fighter rerolls natural 1's on attack rolls with a -20 penalty. A fighter automatically confirms critical threats.
    Master of his Domain Once per round, any non-divination spell cast or non-Clairsentience power manifested within 60 ft., with a range of personal, and a spellcasting (or manifesting) time of 1 full round or less, that the fighter has identified with a sense motive check, may, at his discretion, affect him as well. All effects that depend on caster level are determine from the caster. All rolls involved with the spell are rolled by the caster and the fighter takes the same value. All decisions about the spell are determined by the caster. All effects that require a DC are set by the caster. For example, a Sorcerer cast Shapechange and the Fighter made a successful sense motive check to determine the spell cast. The fighter would have to decide to be affected by the shapechange before knowing what the sorcerer (and thus himself) was turning into. Some spells, such as Mordenkainen's Lucubration or Rary's Mnemonic Enhancer, would fail unless the fighter somehow had cast the spell the wizard was recalling or was capable of preparing spells. The fighter can cause spells to fail, such as Teleport, if his weight causes it to exceed the maximum for the spell. For purposes of the spell Time Stop, both caster and fighter may treat the other as fully able to be affected by each other. That is, the restrictions for the caster, and thus the fighter, during Time Stop only apply to those who are frozen in time. Note: Spells triggered off the spell contingency are still "cast" as per the spell description and thus the fighter may choose to have it affect him as well. Any spell that requires timing, such as Celerity, affects the fighter first.
    Once again, the opportunity thing is broken. Taking an attack of opportunity is a free action. There's an epic feat allowing an infinite amount of those per round. As written, two fighters start the battle and end it on turn one, without having launched more than a single attack that WASN'T an attack of opportunity.

    Make it a multiple choice thing.

    "At level 20, a Fighter can choose one of the following:

    Formless: This fighting style has no definite form. The Fighter may change one Fighter bonus feat for another per round as a free action.
    Master of Accuracy: The Fighter no longer misses on natural 1s. He also automatically confirms critical threats and ignores any concealment or cover lower than total.
    Master of Tactics: Every attack of opportunity a Fighter makes actually strikes twice. The Fighter rolls two attack rolls, rolls damage twice, but only uses up one of his attacks of opportunity for the round.
    Immortality: Reaching negative hit points no longer kills the Fighter. If he has the Diehard feat, he can continue acting until his negative hit points double his normal HP. This has no effect on spells that directly kill their target, but otherwise deals with all other forms of damage besides suffocation and starvation."

    I deem all of the above to be worth capstone abilities by themselves.
    Any Fighter worth his salt no longer misses attacks at level 20 except on a 1. The one with the accuracy capstone no longer misses. Period.
    Formless is the Fighter that does everything at once.
    Master of Tactics is the spear guy. Setting his weapon against a charge, and watching the damage numbers fly.
    Immortality is actually a Persistifying trick Clerics normally have, but entirely immune to antimagic. Disintegrate and death spells will still work, but he has Heroic Saves for those.

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    Default Re: Jopustopin's Fighter Fix (PEACH)

    Thanks so much!

    Just spent an hour or so going through this again with your notes, I figured I'd just let you know my thoughts on what I did.

    Quote Originally Posted by Jopustopin View Post
    The fighter may instead have the exotic shield proficiency feat instead of proficiency with the tower shield.
    I'd love to take credit for this, but It's really not a new thing. It's in Races of Stone under the feat Exotic Shield Proficiency it's actually a top secret fighter variant. Fortunately you can't use this feat to give the fighter proficiency with every exotic weapon in the game. He still needs to take the feat.

    Quote Originally Posted by Jopustopin View Post
    (1st) Basic Training
    I agree with you on this one and the later one.

    (3rd) Heroic Reflexes
    As an immediate action, after failing a reflex save:
    A fighter who has his movement restricted in anyway due to failing a reflex save, and would need to make an escape artist check or strength check to move on his turn, may make an escape artist check or strength check as applicable.
    A fighter who has fallen prone due to failing a reflex save may stand up with a DC 20 tumble check
    A fighter who has their movement restricted in any other fashion due to failing a reflex save, may make another reflex save at the original DC and if successful can move up to half their speed as part of this action.
    My original idea on these abilities was to try to make a fighter version of Iron Heart Surge that was eventually better after he picked up all three. Like a surge of adrenaline fuels him into action. I changed this one to sort of capture this. I'm not keen on limiting it to uses per day anymore than Iron Heart Surge has uses per day.

    5th level
    I changed this a lot with your suggestions. It's not exactly what you suggested but it's pretty close. I kind of liked his ability to stun but, it's kind of strong for fifth level.

    (8th) Heroic Fortitude
    As an immediate action after failing a fortitude save a fighter may select any effect that is currently affecting him and is the result of failing a fortitude save. With a successful saving throw (at the original DC) that effect ends immediately. If he has fallen prone the fighter may stand up as part of this action with a DC 20 tumble check.
    Well I modified this as well, like Heroic Reflexes. I cut out the move action but do not want to limit it to uses per day until I see it in action. Which may be a while. I just don't see this ability being that much better than Iron Heart Surge.

    (10th) Combat Intuition
    A fighter knows the battlefield like a wizard knows her spellbook. A fighter cannot be an unaware combatant. He rolls initiative in the surprise round even if he would normally be surprised. If he acts first, he is aware that combat has started even if there is no obvious threat.

    (11th) Seen it All
    Anytime a fighter takes damage from an attack or can see an attack he can make a sense motive check opposed by the creatures bluff check. If the fighter wins he gains blindsight 120 ft. against ONLY that creature until the end of the fighter's next turn.
    I heavily modified these two levels and cut out all the bonus feats. I didn't really like them anyway as by now the fighter should be specializing. I got rid of the knowledge stuff as well.

    (13th) Heroic Willpower
    As an immediate action, after failing a Will save, a fighter may select any effect that is currently affecting him and with a successful saving throw (at the original DC) that effect ends immediately. This ability is reflexive in nature, that is, even if the fighter is charmed or asleep or otherwise unable to take actions (or not aware that he should take this action), he may take this action. If the fighter is prone he may stand up with a DC 20 tumble check as part of this action.
    The last of the Iron Heart Surge clones. This is a gut move for the fighter to get a second chance at beating a mind-affecting effect. Like Heroic Fortitude, I'd like to see it in play before I limit it's use.

    (15th) Own the Battlfield
    It's not enough to know the battlefield. Any true fighter struts around the place like he's been living there for the last 15 levels. Oh yeah, that's right. He has. When initiative has been rolled, the fighter welcomes everyone to his home. And as long as your living here, under his roof, you play by his rules.
    First and Foremost: After all effects have been calculated and initiative has been rolled, the fighter acts first. His place in the initiative order is one higher than whoever rolled the highest. If two fighters have this ability then whoever rolled higher on initiative originally acts first.
    Supreme Blade Parry: The fighter always has DR 5/-. This is not a stance and it's remarkably similar name and effect to a tome of battle stance is purely coincidental.
    Bring the Fight Home A fighter can start a grapple any time that he successfully makes a melee attack without provoking an attack of opportunity. If his weapon has reach, then the fighter uses the weapon itself to begin the grapple and moves into his opponents square on a successful grapple check. Moving, as normal, provokes attacks of opportunity from threatening opponents, but not from your target.
    I'm thinking this is still clumsy. Maybe it should be pick one of the following abilities?

    (18th) Legendary Heroics A fighter rolls twice and takes the higher roll whenever rolling a saving throw.

    At level 18 I'd like the fighter to see the fighter as someone who can at least get to a spellcaster without them turning him into their female dog. I have no idea if this ability is too strong or not as level 18 is pretty much getting ready for epic levels anyway.

    (20th) Supreme Fighter
    A fighter who reaches this level of mastery have achieved a god-like level of fighting abilities. He may choose one of the following abilities:

    Master of Every Style Once per round, as a free action, a fighter may change one of his bonus fighter feats to any other.
    Master of Speed Once per combat the fighter may take two full attack actions in one round.
    Master of Accuracy A fighter does not automatically miss on a natural 1. A fighter automatically confirms critical threats. A fighter ignores cover and concealment (but not total cover).
    Master of his Domain Once per combat, any non-divination spell cast or non-Clairsentience power manifested within 60 ft., with a range of personal, and a spellcasting (or manifesting) time of 1 full round or less, that the fighter has identified with a sense motive check, may, at his discretion, affect him as well. All effects that depend on caster level are determine from the caster. All rolls involved with the spell are rolled by the caster and the fighter takes the same value. All decisions about the spell are determined by the caster. All effects that require a DC are set by the caster. For example, a Sorcerer cast Shapechange and the Fighter made a successful sense motive check to determine the spell cast. The fighter would have to decide to be affected by the shapechange before knowing what the sorcerer (and thus himself) was turning into. Some spells, such as Mordenkainen's Lucubration or Rary's Mnemonic Enhancer, would fail unless the fighter somehow had cast the spell the wizard was recalling or was capable of preparing spells. The fighter can cause spells to fail, such as Teleport, if his weight causes it to exceed the maximum for the spell. For purposes of the spell Time Stop, both caster and fighter may treat the other as fully able to be affected by each other. That is, the restrictions for the caster, and thus the fighter, during Time Stop only apply to those who are frozen in time. Note: Spells triggered off the spell contingency are still "cast" as per the spell description and thus the fighter may choose to have it affect him as well. Any spell that requires timing, such as Celerity, affects the fighter first.
    [/spoiler]
    Choose your capstone!
    Last edited by Jopustopin; 2017-03-31 at 07:19 PM.
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    Default Re: Jopustopin's Fighter Fix (PEACH)

    There's a flaw to Iron Heart Surge which my rewrite of your abilities didn't have:
    You can't IHS away Dominate Person unless the caster asks you to, can't IHS away a Suggestion unless the Suggestion asked you to remove it, and can't logically IHS away Charms because why would you ever want to lose your new wonderful friend? Will saves are painful.
    Your current writeup has the same flaw without the benefits of being able to remove things without a roll and things that didn't involve a save in the first place. But with the added benefit of being Immediate Action.

    My Heroic Reflexes rewrite gave a x/day free movement that could ALSO be used to dodge reflex-save things. I do like your new rewrite better than the way it was previously written though adding in the ability to rise from prone only sounds useful, that is, until you remember that Fighters are expected to wear heavy armor and those impose ACP. Let people that want to do that buy tactical teleportation or use skill tricks. You gave a lot of skill points for very few skills, which means the Fighter is highly likely to get some tricks eventually.
    Do note that my rewrite was taking into account the fact the Fighter actually has no reflex saves to speak of, so the ability not to have to make one sounded much better than the ability to roll a failed save you were undoubtedly going to fail again.

    Heroic Fort/Will both gave Mettle as an added bonus to an extra reroll.
    My second idea for the level 18 ability was instead of giving it a per-encounter use (something that made the Heroic Reflexes AWESOME), making it so whenever the ability was used, it no longer was a reroll, but a nat 20 save "no, I am not affected by that spell" button.
    Even for a Fighter that chose not to increase his tertiary stat, a once per day nat 20 save per save category is nothing to scoff at, and something worthy to bring into epics, especially after you know you just failed one. "Oh, mr cleric needs me to roll a DC 30 Will Save against Monstrous Thrall?" That fighter has a 50% chance to become that cleric's dominated slave forever. With a normal reroll, the chances drop to 25%. To be the cleric's slave for life. Oh, and a thing Iron Heart Surge couldn't get rid of. The fighter with the x/day ability's power to just say "NO" and show a Grumpy Cat picture is priceless. It actually makes taking a prestige class a liability because of the loss of such an ability. This is actually the reason I chose to instead focus the improvement on giving the Fighter tactical movement in the manner of Immediate Action movement a few times per encounter, something Wizards, that can only move 10ft doing it a few times per day is worth trading away a familiar.

    Rerolls aren't stronger than IHS, but they do things IHS does not.

    As for the "reflexive" part being able to cancel a Charm, or a sleep effect, this is where the Immediate part becomes meaningful when you're not simply granting a reroll. A sleeping character cannot act. A Charmed character won't want to. Still, I have to say it's MUCH better written now than it previously was.

    I had another idea about this one though: Surge of Heroism: The Fighter is a GODDAMN HERO. For Good or Evil, he won't be stopped by things the common warrior would.
    He gains a pool of points each day equal to his Fighter level x his Charisma modifier, which are automatically used when he is affected by certain conditions until the pool empties.
    At 3rd level, he automatically removes Sleep, Fatigue, Shaken, Deafened or Sickened, costing 2 points each. He can also remove ability damage at the rate of 1 point per ability damage removed, but this is a conscious act and takes a full-round action to manifest.
    Once he reaches 8th level, his ability to shrug off effects improves, automatically removing charms, suggestions, slows, diseases, poisons (though he takes the first part of the damage against poisons), blindness, entanglement, fascination, confusion or paralysis at the cost of 4 points each. He can also use the same full-round action he normally would to remove ability damage to remove ability drain at the cost of 3 points per point of drain removed, or negative levels at 4 points per level removed.
    The pinnacle of this ability is revealed at 13th level, when he gains the ability to shrug off domination effects, curses, stuns, dazes, petrification.
    The list is incomplete if we want a "true" Iron Heart Surge clone, and the cost in points could be revised, but it has the advantage of being automatic, meaning it takes absolutely no action on the Fighter's part, and happens whether he wants it to or not, which is actually a good thing if we're talking about domination, and bad because it wastes points when talking about lesser conditions (hey, it has to have a weakness somewhere, right? Plus, if a wizard is spending his actions casting Deafness or other lesser conditions on the Fighter, it's actually the Fighter's win - he's holding down one of the enemy group's main guns while staying functional, a true tank role)


    I still think the ability to steal spells isn't Fighter-like or thematic. It's strong, and makes them scary to face to wizards who will have to resort to Dominating their asses now or negative leveling them to death, (among other things) but it also breaks balance quite a bit when you think about what happens when a Fighter has a Wizard and a Cleric ALLY.
    Oh, Wizard casts all-day buffs, Cleric casts all-day buffs? Fighter gets a bunch of buffs neither of them could have ever cast upon him. Yay free stuff! And all he has to do is politely ask them to take a break and come back in between buffs ("encounters").
    Stealing somebody else's magic is Abjuration's job. It's the one ability you gave that would clearly fit the Su category in an otherwise entirely Ex ability tree, which makes it even more a misfit.

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    Default Re: Jopustopin's Fighter Fix (PEACH)

    I like what I'm seeing here. A few things, though:

    Was the ability to ignore the speed and Tumble penalties from heavy armor intentionally excluded between revisions? "Ignore Armor" now only ignores medium.

    Are the various Training feats meant to also meet prerequisites? I notice they were only changed from just having the feats when Dark Chaos Shuffle was mentioned.

    "Whatever it Takes" currently mentions three maneuvers, but lists only two.

    ---

    Also, I offer you these three feats to enhance the capstones; for the low, low price of credit where it's due:

    Reflexive Adaptation [Fighter]
    Prerequisite: Master of Every Style
    Benefit: You may use Master of Every Style as an immediate action. Also, you gain a second use of this ability per round.

    Unyielding Speed [Fighter]
    Prerequisite: Master of Speed
    Benefit: Double the numerical benefits of Master of Speed. It still stacks with Haste and similar effects as per usual. Instead of being completely cancelled by Slow and similar effects, Master of Speed is now only reduced to what it would be without this feat.

    Split-Second Correction [Fighter]
    Prerequisite: Master of Accuracy
    Benefit: Whenever you roll a natural 1 on an attack roll, you may reroll the attack. There is no limit to how often you may use this ability, including multiple times per attack.
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    Default Re: Jopustopin's Fighter Fix (PEACH)

    Quote Originally Posted by Debatra View Post
    I like what I'm seeing here. A few things, though:

    Was the ability to ignore the speed and Tumble penalties from heavy armor intentionally excluded between revisions? "Ignore Armor" now only ignores medium.

    Are the various Training feats meant to also meet prerequisites? I notice they were only changed from just having the feats when Dark Chaos Shuffle was mentioned.
    Thanks man!

    I've been thinking of epic feats for the fighter based on his capstone too! Or non-epic, but ways to improve it. Honestly it's hard to "balance" a melee's capstone. The best level 20 "capstone" ability in the game is Eternal Blade's Island in Time. So that was sort of a fuzzy ceiling for me. Granting feats to improve a fighter's capstone sound like a good idea. But it's you know, unfortunate that I won't probably ever see a level 20 version of my fighter. The thing that concerns me most right now is the level 10 "advanced ability." I don't really know what general selection of feats to pick and I keep going between tossing it or filling it with random useless stuff. I'd like to do one more round of various feats but I don't really know what to pick.

    Nothing is set in stone yet, I'm about to have someone play a fighter next to a crusader. My goal is that the fighter doesn't step on the crusader's toes but that he also hangs in their from a tier 3 standpoint.

    I was trying to grant the fighter an ability that would allow him to tumble in mithral full plate. Basically make him waste his money on mithral. I'm a DM at heart.

    All the feats from basic training are virtual feats in that they do count as feat prerequisites but don't actually count as feats for purposes of the fighter's adaptable fighter class feature or to prevent the fighter 1 dip getting a bunch of feats.
    Last edited by Jopustopin; 2017-04-05 at 08:52 PM.
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    Default Re: Jopustopin's Fighter Fix (PEACH)

    I think these are changes to a class that is long over due for a make over. (since the tome of the battle came out and made the fighter a sub par warrior)

    The only thing I saw that I found odd was the lack of the Jump, Intimidate and Swim Skills which I think are important to Fighter (not sure swim is uber important but I did include it). Otherwise, I really like the modifications you made.

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    Default Re: Jopustopin's Fighter Fix (PEACH)

    Quote Originally Posted by DrunkMongoose View Post
    I think these are changes to a class that is long over due for a make over. (since the tome of the battle came out and made the fighter a sub par warrior)

    The only thing I saw that I found odd was the lack of the Jump, Intimidate and Swim Skills which I think are important to Fighter (not sure swim is uber important but I did include it). Otherwise, I really like the modifications you made.
    It is odd. Obviously I don't know what I'm doing. Actually I'm going to go with, it's a typo. Was typing Jump and accidentally must have typed gather information.
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    Default Re: Jopustopin's Fighter Fix (PEACH)

    Seems to make fighters too powerful. Maybe make this a new class? I don't know.

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    Default Re: Jopustopin's Fighter Fix (PEACH)

    This is an interesting idea though. I agree fighters need a revamp.

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    <Deleted> sdfadfsasdfadfasd
    Last edited by Jopustopin; 2018-06-18 at 04:34 AM.
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    Default Re: Jopustopin's Fighter Fix (PEACH)

    Back to maybe this should be a new class - should this improved fighter have to meet more strict ability score standards? Like a higher STR, or minimums for STR, CON, and DEX? Just an idea.

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    Default Re: Jopustopin's Fighter Fix (PEACH)

    Might want to clean the table up a bit. I just noticed a few things on it that don't have any text explanation (Improved Grapple, Own the Battlefield, etc).
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    Quote Originally Posted by Debatra View Post
    Might want to clean the table up a bit. I just noticed a few things on it that don't have any text explanation (Improved Grapple, Own the Battlefield, etc).
    Improved Grapple is a feat. Fixed the level 15th ability. Ugh, work work.
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    Default Re: Jopustopin's Fighter Fix (PEACH)

    Sigh, I wish I'd seen this before I posted my own fix, haha! I like the abilities, a lot of variety in each one.

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    Quote Originally Posted by rferries View Post
    Sigh, I wish I'd seen this before I posted my own fix, haha! I like the abilities, a lot of variety in each one.
    Everyone has their own idea on what the fighter should be - My goal was to retain that idea that the fighter was simply the best at fighting. Nuff said. No magic needed. Feel free to copy some abilities, I definitely have been inspired by other fighter fixes. My main gripe has always been how easily a fear spell would take our parties fighter out of the fight.
    Last edited by Jopustopin; 2017-09-20 at 09:32 PM.
    If I could play dungeons & dragons with only four books: MM I, DMG, PHB, & ToB
    Dragon Shaman Handbook. Fighter Fix.
    Camel's Handbook

  17. - Top - End - #17
    Ogre in the Playground
     
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    Default Re: Jopustopin's Fighter Fix (PEACH)

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    Thrall of Asmodeus





    Level BAB Fort Save Ref Save Will Save Special
    1st +0 +0 +0 +2 Awakened Blood, Awakened Mind, Obtain Familiar, Tattoo Magic, Traits of the Thrall, Mark of Damnation, Trapfinding
    2nd +1 +0 +0 +3 Devil's Favor, Stolen Power
    3rd +2 +1 +1 +3 Devil's Strength, Weapon Focus
    4th +3 +1 +1 +4 Foe Hammer
    5th +3 +1 +1 +4 Brand of Nine Hells
    6th +4 +2 +2 +5 Improved Demonic Traits
    7th +5 +2 +2 +5 Unholy Surge
    8th +6/+1 +2 +2 +6 Improved Devil's Strength, Blood Spiked Charger
    9th +6/+1 +3 +3 +6 Bloody Surge
    10th +7/+2 +3 +3 +7 Traits of Asmodeus
    11th +8/+3 +3 +3 +7 Weapon Specialization
    12th +9/+4 +4 +4 +8 Improved Critical
    13th +9/+4 +4 +4 +8 Spiked Armor Mastery
    14th +10/+5 +4 +4 +9 Demonic Metabolism
    15th +11/+6/+1 +5 +5 +9 Strength of Asmodeus, Powerful Build
    16th +12/+7/+2 +5 +5 +10 Greater Unholy Surge
    17th +12/+7/+2 +5 +5 +10 Devil's Form
    18th +13/+8/+3 +6 +6 +11 Summon Baatezu
    19th +14/+9/+4 +6 +6 +11 [Redacted]
    20th +15/+10/+5 +6 +6 +12 [Redacted]

    Hit Dice: d12
    Alignment: Lawful Evil
    Class Skills: Bluff, Concentration, Craft, Disable Device, Disguise, Intimidate, Knowledge (The Planes), Knowledge (Religion), Open Lock, Profession, Search, Sense Motive, Spellcraft, Use Magic Device

    Skill Points at 1st Level: (4 + int) x 4
    Skill Points per level: 4 + int

    Class Features:
    Spoiler
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    Weapon and Armor Proficiencies
    Asmodeus's Thrall is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (except the tower shield).

    Tattoo Magic: You are not a spellcaster. You have tattoo's that contain some essence of your master's power. Put there for you to use, at your own risk. They function just like spells and follow all the rules for spells. You must make a concentration check if injured while using your tattoo magic.

    For all other purposes, you are casting a spell without a spell component. All your spells, regardless if the spell you are casting does not have a V or a S component, have a V and S component as you beseech your infernal lord for power.

    Your Caster Level is equal to your Hit Dice. Any saving throw for the spell is based on your Charisma. You are literally powering the spell with your own life essence.

    After resolving your spell there is a price to pay. Most of the time, that price is known to you. But sometimes, when you've displeased your master, that price is much higher. Each spell will harm you. Normally this is a static amount of Hit Point damage. Occasionally it may be ability score damage.

    I'm thinking that if you roll a natural 1, on a 1d100, I get to pull out a fancy "**** Dana" table to really do some work on your character.


    Traits of the Thrall: A thrall has some unusual traits compared to other demons
    • Healing- You cannot be healed of damage (including ability damage) by any spell, spell-like ability, or supernatural ability. After all effects have been resolved, reduce any healing gained to zero.
    • Diet- The only foods you can process are live flesh, warm blood, and alcohol.
    • Fast Healing- You have Fast Healing 1 which automatically affects you once you fall below half hit points and stops once you've reached half hit points. If struck by a weapon that is good aligned and silver your fast healing cannot heal that damage.
    • Save Bonuses- You received a +5 bonus on any saving throw versus paralysis, petrification, and fear.
    • Poisonous Blood - Blood is a poison (Ingested, DC 10 + 1/2 HD + Con, 1d8 Con/1d8 Con)
    • Instead of sleeping, a Thrall of Asmodeus falls into a comatose state for two hours. Heavy Breathing, Completely passed out, cannot be woken at all.


    Obtain Familiar: At 1st level you gain a rat familiar. The familiar follows all normal rules per sorcerer except as follows: it's charisma score always equals it's masters.

    Awakened Blood: A Thrall's charisma score is equal to his HD.

    Awakened Mind: A Thrall's Intelligence score is equal to his familiars. He can also retroactively purchase skill ranks as if he had that intelligence score since level 1.

    Mark of Damnation: You have pledged your soul to Asmodeus. If you die, your soul is consigned to your master. Any attempt to return him to life has a chance of failure, as Asmodeus determines the fate of your soul. You must make a DC 25 bluff check to return to the living. You gain a bonus on this check equal to half your HD, as Asmodeus prefers to let his more accomplished and skilled pawns return to the Material Plane to wreck further misery.

    Trapfinding: As the Rogue (PHB).

    Devil's Favor: You gain Devil's Favor as a bonus feat. When you attempt an attack, save, or check of any sort, you can beseech the dark powers to aid you. You gain a +2 bonus on the attack, save, or check. You can use this ability a number of times per day equal to the total number of devil-touched feats you have selected, including this one.


    Stolen Power: You have found a loop hole in the contract you've signed with your master. Perhaps your master left this there for you to find as such things are known to please your master. You may attempt to steal his power. However you know that the punishment will be severe. This power is similar to that which resides in your tattoo. When you've stolen the power, it must be placed somewhere. It's useless until placed into an object. Essentially you imbue the item with this power. To imbue an item with some of your master's stolen power you must have a Charisma score equal to at least 10 + the Demon Magic Level. You can only use this a certain number of times per day. You can only imbue into an item or one of your tattoos. Regardless of where you imbue the power, it is not permanent.

    This is a lengthy process, often taking one minute or more. At the completion of the ritual, you must make a Use Magic Device check with a DC equal to 30 + the level of the infusion. If you are unsuccessful you take damage equal to 10 times the spell level and must make a Concentration check to maintain your hold on his magic equal to 10 + the damage you took. Regardless you take 1 point of constitution damage each time you use this ability. Your mortal body is burned from the inside out while momentarily containing your master's essence.

    You qualify for metamagic feats and can apply them to infusions spontaneously, but doing this requires extra time.

    These infusions are neither divine nor arcane.

    Spoiler: Stolen Power
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    1st Level
    • Armor Enhancement, Lesser
    • Magic Vestment
    • Magic Weapon
    • Spell Storing Item
    • Weapon Augmentation, Personal


    2nd
    • Align Weapon
    • Armor Enhancement
    • Ability Score Enhancement
    • Heat Metal
    • Weapon Augmentation, Lesser


    3rd
    • Armor Enhancement, Greater
    • Magic Weapon, Greater
    • Spell Snare


    4th
    • Shield of Faith, Legion's
    • Weapon Augmentation


    5th
    • Commune (May potentially piss off your master)


    6th
    • Weapon Augmentation, Greater
    • Greater Spell Snare





    Devil's Strength: Whenever your current hit point total is at or below 1/3rd your hit point total (rounded up), your Devil's Strength, automatically activates. You gain a +4 bonus to your Strength score, a +2 bonus on saves, damage reduction 2/-, and a -2 penalty to your AC. You automatically lose Devil's Strength when you are unconscious, helpless, or when your HP total is above the threshold.


    Weapon Focus: At 3rd level you gain Weapon Focus (Spiked Armor) and Weapon Focus (Spiked Shield).

    Foehammer: You throw yourself behind your attack, lending your blow such great weight and force that you leaves injuries that even magical defense cannot mend. Once per combat encounter you may make a single melee attack as a standard action. This attack automatically overcomes the opponent's damage reduction and deals an extra 2d6 points of damage.

    Brand of Nine Hells: You gain Brand of Nine Hells as a bonus feat. You gain a +2 bonus on Intimidate checks. 3 times per day, as a swift action, you can use command, as the spell, as a spell-like ability.

    Improved Demonic Traits
    • Fast Healing- You have Fast Healing 2 which automatically affects you once you fall below half hit points and stops once you've reached half hit points.
    • Save Bonuses- You received a +10 bonus on any saving throw versus paralysis, petrification, and fear.


    Unholy Surge: Your body shakes and spasms as unfettered unholy energy courses through it. This power sparks off your weapon and courses into your foe, devastating your enemy but leaving you drained. As a standard action you make a single melee attack that deals an extra 8d6 points of damage. You take 1 points of constitution damage and are flat-footed until the start of your next turn.

    Improved Devil's Strength: The bonus to your devil's strength increases. Strength improves to +6, Bonus on Saves improves to +3, and you gain damage reduction 3/-.

    Blood Spiked Charger: You gain Blood Spiked Charger as a bonus feat. You must meet all prerequisites to use this feat.

    Bloody Surge: You may take an extra standard action or move action as a swift action. Doing so is costly, blood turns to hellfire as you burn from the inside out. A reminder of your time spent in hell. You take four points of constitution damage each time you use this ability.

    Traits of Asmodeus:
    • Fast Healing- You have Fast Healing 3 which automatically affects you once you fall below half hit points and stops once you've reached half hit points.
    • Save Bonuses- You are immune to paralysis, petrification, and fear.
    • Damage Reduction: You gain damage reduction 10/good or silver


    Weapon Specialization: You gain weapon specialization (spiked armor) and weapon specialization (spiked shield) as bonus feats.

    Improved Critical: You gain improved critical (spiked armor) and improved critical (spiked shield) as bonus feats.

    Melee Weapon Mastery: You gain melee weapon mastery for spiked armor and spiked shields.

    Demonic Metabolism You gain a +2 bonus to constitution and gain Rapid Metabolism and Mind over Body as bonus feats.

    Strength of Asmodeus: Your Devil's strength bonuses increase once again. The bonus to your strength score increases to +8, your bonus on all saves increases to +4, and you gain damage reduction 4/-.

    Powerful Build: You gain powerful build as a half-giant.

    Greater Unholy Surge: As a full-round action, you make a single melee attack that deals an extra 6d8 points of damage. In addition, before making this melee attack, you can also decide to take a number of points of constitution damage equal to half your HD. For each point of constitution damage you take, you gain a +1 bonus on your attack roll and deal an extra 2d8 points of damage.

    Devil's Form: You become size large, gain +8 to strength, -2 dex, +4 con, +2 natural armor class. You become an outsider with the lawful and evil subtypes. You lose the native subtype if you have it.

    Summon Baatezu: Twice per day, you can summon 2 lemures, bone devils, or bearded devils, or 1 erinyes, horned devil, or ice devil.


    Spoiler: Blood of Vol Paladin
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    Blood of Vol Paladin





    Level BAB Fort Save Ref Save Will Save Special
    1st +1 +2 +0 +0 Aura of Law, Lifesense, Smite Bloodless 1/day
    2nd +2 +3 +0 +0 Divine Grace, Lay on Hands
    3rd +3 +3 +1 +1 Aura of Awe, Divine Health
    4th +4 +4 +1 +1 Rebuke Undead, Practiced SpellcasterBonus Feat, Paladin Spellcasting
    5th +5 +4 +1 +1 Smite Bloodless 2 /day, Divinity Within
    6th +6/+1 +5 +2 +2 Protection DevotionBonus Feat
    7th +7/+2 +5 +2 +2 Remove Disease 1/Week
    8th +8/+3 +6 +2 +2 Immunity to Energy Drain
    9th +9/+4 +6 +3 +3 Sneak Attack +1d6, Azure TouchBonus Feat
    10th +10/+5 +7 +3 +3 Remove Disease 2/week
    11th +11/+6/+1 +7 +3 +3 Smite Bloodless 3/day
    12th +12/+7/+2 +8 +4 +4 Borrow Vigor
    13th +13/+8/+3 +8 +4 +4 Sneak Attack +2d6, Remove Disease 3/week
    14th +14/+9/+4 +9 +4 +4 Steal Vitality
    15th +15/+10/+5 +9 +5 +5 Immunity to Death Effects, Incarnum SpellshapingBonus Feat
    16th +16/+11/+6/+1 +10 +5 +5 Remove Disease 4/week, Smite Bloodless 4/day
    17th +17/+12/+7/+2 +10 +5 +5 Sneak Attack +3d6, Steal Immortality
    18th +18/+13/+8/+3 +11 +6 +6 Remove Disease 5/week
    19th +19/+14/+9/+4 +11 +6 +6 Open Greater ChakraBonus Feat
    20th +20/+15/+10/+5 +12 +6 +6 Smite Bloodless 5/Encounter



    Hit Dice: d8
    Alignment: Lawful and Good
    Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Heal, Hide, Move Silently, Handle Animal, Heal, Knowledge (Nobility and Royalty), Knowledge (Religion), Profession, Ride, Sense Motive

    Skill Points at 1st Level: (4 + int) x 4
    Skill Points per level: 4 + int

    Class Features:
    Aura of Law The power of a paladin's aura of law (see the detect law spell) is equal to his paladin level.

    Lifesense Blood carries a divine spark and as a paladin of the faith, you can sense this in others. At will, you can sense the location of creatures with blood within 5 feet (as if you had blindsense), and can also determine the condition of creatures (that have blood) near death within this range (as if you were using the deathwatch spell). At each odd-numbered level, the range of this ability expands by 5 feet.

    Smite Bloodless 1/day Your faith teaches that divinity is carried in your blood and that creatures without blood are beneath you. Once per day when fighting a creature without blood (such as undead, plants, constructs, oozes, or warforged) you may add your charisma bonus to the attack roll and deal extra damage equal to your paladin level.

    Divine Grace At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

    Lay on Hands Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can command blood, healing their wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his paladin level × his Charisma bonus. A paladin may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action. He cannot use lay on hands on a target that does not have blood.

    Aura of Awe A paladin is immune to fear (magical or otherwise). All opponents within 10 feet of the paladin take a –2 penalty on saves against fear effects (or on checks made to resist his Intimidate attempts).

    Divine Health At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

    Rebuke Undead When a paladin reaches 4th level, he gains the supernatural ability to rebuke undead. He may use this ability a number of times per day equal to 3 + her Charisma modifier. He rebukes undead as a cleric of three levels lower would.

    Paladin Spellcasting See Paladin in PHB.

    Practiced Spellcaster At 4th level a BoV Paladin receives Practiced Spellcaster as a bonus feat even if he doesn't meet the prerequisites.

    Divinity Within As a standard action a BoV Paladin may cut themselves, dealing 1 point of HP damage to himself. This does not provoke an AoO. Your blood seems to form an insubstantial, amorphous, transparent shape that occupies a five foot space within 30 feet of you. You can use a free action to move it once per round and it has a land speed of 30 feet. This mist cannot be attacked. It is subject to dispel magic, dismissal, or banishment spells as if they were summoned creatures. If you lose line of sight to your divinity it disappears immediately. It last for a number of rounds equal to your paladin level, until dismissed, or until other special conditions are met.
    • Healing5th-10th The blood mist can heal an amount of damage equal to twice the amount you can heal using your lay on hands ability. To use its healing ability, you or an ally must begin or end your turn in the same square as the blood mist. That character can then use a standard action to transfer some or all of the hit points from the blood mist to himself. Once the blood mist has used all its healing ability, it dissipates. This is the paladin's own divinity within that he is sharing, and as such all creatures can heal from this effect even creatures that lack blood.
    • Combat11th - 15 - See Dungeonscape, pg. 12
    • Heroism16th-19th - See Dungeonscape, pg. 12
    • Immortality20th+ - See Dungeonscape, pg. 12






    [/SIZE]
    Last edited by Jopustopin; 2020-08-09 at 07:11 PM.
    If I could play dungeons & dragons with only four books: MM I, DMG, PHB, & ToB
    Dragon Shaman Handbook. Fighter Fix.
    Camel's Handbook

  18. - Top - End - #18
    Colossus in the Playground
     
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    Default Re: Jopustopin's Fighter Fix (PEACH)

    I like this. It seems fun.
    I have a LOT of Homebrew!

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