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Old 01-01-2012, 08:07 PM   Top  -  End  -  #1
Grod_The_Giant
Ogre in the Playground
 
 
Join Date: Oct 2006
Location: 
Pittsburgh and/or Oberlin
Gender: Male
Default Strength of Arm and Blade- Barbarian and Fighter Updates

The fighter is one of the poster-children for an underpowered class-- mechanically weak, boring to play, useless out of combat, and utterly lacking in unique features and abilities. I've never been entirely satisfied with other people's fixes-- even the good ones, like jiriku's (from which I have drawn a lot of inspiration), never seem to quite get things right flavor-wise, no matter how on-point they are with power and versatility.

Eventually, I decided that the problem with fighter fixes was the barbarian. Why? Because, as written, there's too much overlap. They're both bulky, mundane warriors. None of the things that distinguish them-- rage and bonus feats-- are extraordinarily good. And neither is huge at higher levels-- both classes will be running around in mithril plate, swinging greatswords and making charge attacks. Or, more likely, both will have jumped into prestige classes, as the base classes offer nothing on their own.

Soo... to fix the fighter, I must first alter the barbarian. My goal is for him to be more mobile, with lighter armor but more damage reduction, more focused on taking the hits than on avoiding them, and with a slight mage-slayer bent (a la Conan). And, of course, to be more interesting in combat and be less of a one-level dip. Behold!

The Barbarian

Hither came Conan, the Cimmerian, black-haired, sullen-eyed, sword in hand, a thief, a reaver, a slayer, with gigantic melancholies and gigantic mirth, to tread the jeweled thrones of the Earth under his sandalled feet.

Alignment: Any nonlawful.
Hit Die: d12.
Class Skills: The barbarian’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wisdom), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.

LevelBABFortRefWillSpecialDRSpeed Bonus
1st +1 +2 +0 +0 Fast movement, rage 1/day +10ft
2nd +2 +3 +0 +0 Brute Power  
3rd +3 +3 +1 +1 Mettle  
4th +4 +4 +1 +1 Brute Power, Rage 2/day1/— 
5th +5 +4 +1 +1 Juggernaut Might +15ft
6th +6/+1 +5 +2 +2 Brute Power  
7th +7/+2 +5 +2 +2 Greater rage  
8th +8/+3 +6 +2 +2 Brute Power, Rage 3/day, 2/— 
9th +9/+4 +6 +3 +3 Shrug it off  
10th +10/+5 +7 +3 +3 Brute Power, Tireless rage +20ft
11th +11/+6/+1 +7 +3 +3 Unstoppable Rage  
12th +12/+7/+2 +8 +4 +4 Brute Power, Rage 4/day3/— 
13th +13/+8/+3 +8 +4 +4 Improved Mettle  
14th +14/+9/+4 +9 +4 +4 Brute Power  
15th +15/+10/+5 +9 +5 +5 Mighty rage +25ft
16th +16/+11/+6/+1 +10 +5 +5 Brute Power, Rage 5/day4/— 
17th +17/+12/+7/+2 +10 +5 +5 Juggernaut Mind  
18th +18/+13/+8/+3 +11 +6 +6 Brute Power  
19th +19/+14/+9/+4 +11 +6 +6 Perfect Rage  
20th +20/+15/+10/+5 +12 +6 +6 Brute Power, Infinite Rage5/—+30ft

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, hide armor, and shields (except tower shields).
Spoiler


Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing light or no armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. At 5th level, and every subsequent 5th level, this bonus improves by 5 feet.
Spoiler


Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, a +2 morale bonus on Will saves, and DR 4/—, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any skills or abilities that require patience, concentration, or delicacy (such as casting spells, picking locks, using the Diplomacy skill, and so on). A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued for the duration of the current encounter.

A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, and a barbarian can do it only during his action, not in response to someone else’s action.
Spoiler


Brute Power: At 2nd level, and every subsequent second level, a barbarian may select one Brute Power from the list below. All Brute Power abilities are (Ex) unless otherwise specified.(Powers listed within spoiler box for convenience; there are more than 20 at the moment)


Spoiler



Mettle (Ex): At 3nd level at higher, a barbarian 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 barbarian does not gain the benefit of mettle.
Spoiler


Damage Reduction (Ex): At 4th level, a barbarian gains damage reduction 1/—. This damage reduction stacks with the damage reduction he gains while raging. At 8th level, and every subsequent 4th level, his DR improves by 1.

Juggernaut Strength (Ex): Beginning at 5th level, a barbarian may add his Constitution modifier to all saves.
Spoiler


Greater Rage (Ex): At 7th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +6, his morale bonus on Will saves increases to +3, and his damage reduction increases to 6/—. The penalty to AC remains at -2.
Spoiler


Shrug it Off (Ex): At 9th level, a barbarian can ignore effects that would doom a lesser man, reducing their effect. He may reduce conditions according to the following table:

Condition Reduce to:
Ability DrainedAbility Damaged
BlindedDazzled
ConfusedFascinated
CoweringDazed
DazzledUnaffected
ExhaustedFatigued
FascinatedUnaffected
FatiguedUnaffected
FrightenedShaken
ImmobilizedEntangled
NauseatedSickened
PanickedFrightened
ParalyzedStunned
ShakenUnaffected
SickenedUnaffected
StunnedDazed

He may only use this ability once against any given condition or attack. He may use it Constitution modifier times per day. However, the constitution boost from his rages give him bonus uses of this ability every time he rages. The extra uses are lost at the end of one rage, but regained at the beginning of the next.
Spoiler


Tireless Rage (Ex): At 10th level and higher, a barbarian no longer becomes fatigued at the end of his rage.
Spoiler


Unstoppable Rage (Ex): Beginning at 11th level, a barbarian gains the benefits of a freedom of movement spell while raging.
Spoiler


Improved Mettle (Ex): Beginning at 13th level, a barbarian’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 barbarian does not receive the benefit of this ability.
Spoiler


Mighty Rage (Ex): At 15th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +8, his morale bonus on Will saves increases to +4, and his damage reduction improves to DR 8/—. The penalty to AC remains at -2.

Juggernaut Mind (Ex): At 17th level, a barbarian’s mind is too strong to be broken by mere magic. He gains immunity to all hostile [mind affecting] effects.
Spoiler


Perfect Rage (Ex): At 19th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +10, his morale bonus on Will saves increases to +5, and his damage reduction improves to DR 10/—. The penalty to AC remains at -2.

Infinite Rage (Ex): At 20th level, a barbarian’s rage knows no limit. His rages have no time limit, and he may rage as many times as he wishes each day. He may even rage more than once per encounter, if he has to. This does not allow him unlimited uses of Brutal Blow, although he may enter a rage even if he has expended all of his daily rages to use said ability.
Spoiler


New Feats


Bare-Knuckle Rage
Prerequisite: Rage or Frenzy class ability, Improved Unarmed Strike
Benefit: During a rage, your unarmed strikes deal 1d6 damage.
Special: When you gain the Greater Rage class ability, the damage improves to 1d8. When you gain the Mighty Rage class ability, the damage improves to d10. When you gain the Perfect Rage class ability, the damage improves to d12. All damage die should be adjusted for larger or smaller barbarians, or for barbarians with the Mighty Stance feat.

Mad Foam Rager [Rage]
Prerequisite: Rage or Frenzy ability
Benefit: When fighting, you can endure tremendous blows with little visible effect. As an immediate action, you can choose to delay the effect of a single attack, spell, or ability used against you. The damage or effect does not take hold until the end of your next turn. You can only use this ability while under the effect of your rage or frenzy ability. You can activate it once every time you use your rage or frenzy ability.
Special: When you gain the Greater Rage class ability, you gain a second turn of potential delay. You may either delay one effect two rounds, or utilize the feat twice during one rage, each time for one round. When you gain the Mighty Rage class ability, the pool improves to three rounds. When you gain the Perfect Rage class ability, the pool improves to four rounds.

Skillful Rage
Prerequisite: Brute Power ability with a limited per-rage usage.
Benefit: You may use your one of your Brute Power abilities an extra 3 times per rage.
Special: You may take this feat more than once. Each time, it applies to a new Brute Power ability.

Extra Brutish
Prerequisite: Barbarian 2
Benefit: You learn an additional Brute Power.
Special: You may take this feat more than once. Each time, you may learn an additional Brute Power.

Martial Barbarian Variant
Lose: All Brute Power abilities
Maneuvers known/readied/Stances: As a crusader, with the following exception:

Barbarians have access to to the Tiger Claw, Stone Dragon, and White Raven disciplines.

Barbarians may only use their maneuvers and stances while raging. They start the maneuver distribution chain at the beginning of a rage. They may immediately enter a stance when they enter a rage, without spending a swift action. In addition, every time you reduce an enemy to zero hit points or fewer, you may either grant yourself an extra maneuver, or recover an expended maneuver.
__________________
STaRS-- The Simple Tabletop Roleplaying System; my attempt at a generic rules-light system.

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Last edited by Grod_The_Giant : 03-25-2013 at 10:25 PM.
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Old 01-01-2012, 08:08 PM   Top  -  End  -  #2
Grod_The_Giant
Ogre in the Playground
 
 
Join Date: Oct 2006
Location: 
Pittsburgh and/or Oberlin
Gender: Male
Default Re: Strength of Arm and Blade- Barbarian and Fighter Updates

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.

LevelBABFortRefWillSpecialCombat Mastery Pool
1st +1 +2 +0 +2 Combat Mastery, My Blade is my Brother, Victor of a Thousand Battles1
2nd +2 +3 +0 +3 Canny Fighting2
3rd +3 +3 +1 +3 Armor Mastery, 
4th +4 +4 +1 +4 Imitative Style3
5th +5 +4 +1 +4 Ogre of Battle, Mettle 
6th +6/+1 +5 +2 +5 Roving Warrior4
7th +7/+2 +5 +2 +5 Counterattack 
8th +8/+3 +6 +2 +6 Lord of Blades5
9th +9/+4 +6 +3 +6 Strike of Denial 
10th +10/+5 +7 +3 +7 Giant of Battle, Adaptive Style6
11th +11/+6/+1 +7 +3 +7 Storm of Steel 
12th +12/+7/+2 +8 +4 +8 Roving Knight7
13th +13/+8/+3 +8 +4 +8 Masterstroke 
14th +14/+9/+4 +9 +4 +9 Flow of Battle8
15th +15/+10/+5 +9 +5 +9 Flowing Style, Titan of Battle 
16th +16/+11/+6/+1 +10 +5 +10 Tyrant of Blades9
17th +17/+12/+7/+2 +10 +5 +10 Improved Mettle 
18th +18/+13/+8/+3 +11 +6 +11 Roving Lord10
19th +19/+14/+9/+4 +11 +6 +11 Dire Hits 
20th +20/+15/+10/+5 +12 +6 +12 Freeform Style, Colossus of Battle11

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


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

Check ResultBonus Granted
10-15+1
16-25+2
26–30+3
31–35+4
36++5

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


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.

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Old 01-01-2012, 08:09 PM   Top  -  End  -  #3
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<reserved for something?>

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Old 01-01-2012, 08:59 PM   Top  -  End  -  #4
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Default Re: Strength of Arm and Blade- Barbarian and Fighter Updates

The sole reason I'm not doing anything with the barbarian is because I've absolutely no experience with that class. Never played it, never seen anyone play it, I think I've looked at it once in my life... :P

Quote:
Originally Posted by Grod_The_Giant View Post
The Fighter
Ah yes... the fighter... :)

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Originally Posted by Grod_The_Giant View Post
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.
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Much expanded skill list, which is good, as well as quite a few skill points. Although the fighter has never really been a skill monkey-type, even if Int is relatively important. Maybe dial it down to 4/level? Also, the way you've made this class has more of a tactician feel (ie, Int focus rather than Cha) rather than someone who uses social skills (bluff, diplomacy, sense motive, etc). But I can see how it fits...

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Originally Posted by Grod_The_Giant View Post
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons, a number of exotic weapons equal to his inherit Intelligence modifier, and with all forms of armor and shields (including tower shields).
Interesting twist with exotic weapons... Not bad... Also, it's "inherent". :P

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Originally Posted by Grod_The_Giant View Post
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 maintains a pool of bonus feats, drawn from the list of fighter bonus feats, the size of which is shown on the table above. 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.
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Interesting ability... Seems a bit abusable, IMHO. Reminds me a bit of Red Mage's Art of the Stat Swap. :P

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My Blade is my Brother: A fighter has a near-supernatural connection with his weapons. He selects one weapon he is proficient with; he gains Weapon Focus with that weapon as a bonus feat, and may add half his fighter level to rolls made to resist being disarmed while wielding his chosen weapon. In addition;
  • At 4th level, he gains Weapon Specialization with his chosen weapon.
  • At 8th level, he gains Greater Weapon Focus with his chosen weapon.
  • At 10th level, he gains Melee or Ranged Weapon Mastery.
  • At 12th level, he gains Greater Weapon Specialization with his chosen weapon.
  • At 14th 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. However, 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 t he time to retain Combat Mastery feats.
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Good. This makes the Weapon Focus chain actually worth the large number of feats (seeing as they're all free)

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Armor Mastery: At 5th level, a fighter may reduce the armor check penalty from any armor he wears by an amount equal to his Intelligence modifier. He may also ignore the speed penalty from medium and heavy armor.
Makes heavy armor (kinda) worth it. However, knights get the "ignore heavy armor speed penalty" at level 9, and heavy armor is already sort of their shtick. I'd say move heavy armor speed to 10 lvl or so.

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Imitative Style: Beginning at 6th level, a fighter can actively learn from his foes. If he spends (5-Intelligence modifier) rounds studying a foe in combat, he may swap any number of his Combat Mastery feats for feats possessed by the foe. He must still meet all the normal prerequisites.
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5-Int rounds, minimum 1 round, I would think... Although switching all your feats is bit much... Maybe a number of feats equal to your Int modifier? Also, don't forget to bold the name. :P

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Flurry of Blows: At 10th level, a fighter’s mastery of combat leaves others in the dust. He may make a full attack as a standard action.
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Again, bold the name. :P Otherwise, not bad. Should probably give it a different name than the monk class feature, though...
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Old 01-01-2012, 09:05 PM   Top  -  End  -  #5
Wyntonian
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Default Re: Strength of Arm and Blade- Barbarian and Fighter Updates

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Spinning Rage [Rage]
Prerequisite: Spinning Rage
Benefit: When you use the Spinning Rage feat, you do not suffer the usual -4 penalty to attack.
Read this a couple times. I assume it's supposed to reference the Spinning Strike feat.

I only got through the Barbarian, but I liked what I saw good work, that. Keep it up.
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Old 01-01-2012, 09:05 PM   Top  -  End  -  #6
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Default Re: Strength of Arm and Blade- Barbarian and Fighter Updates

well... this seems balanced, especially against ToB initiators.

barbarian can now take some punishment, and deal out some pain with its great axe(though real babarians use heavy picks...). nothing wrong here...

fighter I think needs some real features. I almost would want to give it acess to generic feats(there is some nice stuff there)...
perhaps some bonuses to craft? or really fast craft? or a flat out fabricate? just so shatter doesn't end fighters ability to fight in a combat. or Ex ability to make wielded weapons non magically enhanced(so now a weapon counts as having +1/4 fighter level enhancement bonus cause fighters are awesome)?
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Old 01-01-2012, 09:31 PM   Top  -  End  -  #7
Grod_The_Giant
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fighter I think needs some real features. I almost would want to give it acess to generic feats(there is some nice stuff there)...
perhaps some bonuses to craft? or really fast craft? or a flat out fabricate? just so shatter doesn't end fighters ability to fight in a combat. or Ex ability to make wielded weapons non magically enhanced(so now a weapon counts as having +1/4 fighter level enhancement bonus cause fighters are awesome)?
It's not done yet. I'm still trying to come up with more; I just thought I'd go ahead and fill the reserved post with what I've got so far.

Thanks for the typo catches, folks. Stay tuned!
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Old 01-01-2012, 09:34 PM   Top  -  End  -  #8
NeoSeraphi
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Default Re: Strength of Arm and Blade- Barbarian and Fighter Updates

The barbarian class needs some work. As it stands now, you have not fixed the main problem with the barbarian, which is that it is a completely passive class. You can rage, which adds some bonuses to your health and stats, but it still ends up in you charging and full-attacking.

Often times, the purpose of a homebrew is not to make something better, it's to make something more playable, and there is a difference between the two.

You have added some flavor to the barbarian. You have added some power to the barbarian. You have not, however, made him more interesting to play. And, aside from the Track feat, you gave him no additional out-of-combat usefulness.

I saw the feats. They are decent, but that's not a fix for the class itself. Forcing a feat tax onto a class in order to make it effective is one thing, but forcing a feat tax onto a class in order to give it some actual options in combat is just bad design.

Sorry for the harsh critique. Is your barbarian better than the PHB barbarian? Of course. Is it good enough? Not at all. In addition to passively upgrading the bonuses you receive from rage, you should add some kind of special attack action for the barbarian, something that allows them to use their standard action for something more powerful than a single swing (Like a single swing and a rider effect), as well as perhaps some kind of crusader-like strike and heal effect, representing their lust for battle actually sustaining themselves. And add to their out of combat usefulness as well. Track is only as good as the DM makes it. You could easily put in some more flavorful, and useful abilities, like speak with animals a few times per day, or the ability to use your Strength score instead of your Charisma score on Intimidate checks you make against humanoids, and perhaps the ability to use Intimidate checks in place of Gather Information checks (you go to a bar and you make someone cough up the info you're looking for)

Also, you gave the barbarian absolutely no Sunder support, which surprised me. If you want to give the barbarian his own niche, you really should give him at least some kind of Sunder support. There were a hell of a lot more barbarians raping, pillaging, and plundering villages than there were shrugging off fireballs.

Hope this helps. I really would like to see this class improved, it's one of my favorite base classes.
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Old 01-01-2012, 10:05 PM   Top  -  End  -  #9
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Default Re: Strength of Arm and Blade- Barbarian and Fighter Updates

Combat Mastery could be a bit clearer. Does he get bonus feats from the pool? (If so, you should say so.) Does he switch around his existing feats among the feats in the pool? (If so, the ability is weaker than the fighter's bonus feats).

The real challenge of making a worthwhile fighter is that you need to create a situation where horizontal power (having a lot of options, which is the natural way to go with the fighter, based both on the fluff and the apparent intent of the class) translates strongly into effectiveness.* You look like you've got the horizontal power part down (once Combat Mastery is clarified), but making that translate into tier 3 power needs work. (Making it translate into tier 2 or higher power is pretty much impossible)

*My own approach to the problem was to make a lot of top-of-the-tree feats which range from useless to extremely powerful depending on situation, allowing the fighter, and only the fighter, to take enough of them that they can cover each others' weaknesses. (I also improved some other things that needed it, most notably the weapon-specific fighter-only feats.)
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Old 01-01-2012, 10:24 PM   Top  -  End  -  #10
Kenneth
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Default Re: Strength of Arm and Blade- Barbarian and Fighter Updates

i enjoy what you did with the fighter, take a look at teh fighters ive been using for years in my own homebrewed world hopefully it will give you a couple more inspirational ideas.

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Old 01-01-2012, 11:00 PM   Top  -  End  -  #11
Grod_The_Giant
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Default Re: Strength of Arm and Blade- Barbarian and Fighter Updates

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Originally Posted by NeoSeraphi View Post
You have added some flavor to the barbarian. You have added some power to the barbarian. You have not, however, made him more interesting to play. And, aside from the Track feat, you gave him no additional out-of-combat usefulness.
That's... very good to know, thank you.

Quote:
I saw the feats. They are decent, but that's not a fix for the class itself. Forcing a feat tax onto a class in order to make it effective is one thing, but forcing a feat tax onto a class in order to give it some actual options in combat is just bad design.
A good point.

Sorry for the harsh critique. Is your barbarian better than the PHB barbarian? Of course. Is it good enough? Not at all. In addition to passively upgrading the bonuses you receive from rage, you should add some kind of special attack action for the barbarian,

Spoiler

All excellent ideas. Thank you.

Quote:
Also, you gave the barbarian absolutely no Sunder support, which surprised me. If you want to give the barbarian his own niche, you really should give him at least some kind of Sunder support. There were a hell of a lot more barbarians raping, pillaging, and plundering villages than there were shrugging off fireballs.
Herp derp! I knew there was a special attack mode I was forgetting...


Looking at some broader internet sources (I was traveling while working on this and didn't have internet access), I think I might want something like Pathfinder's rage powers. Fold most of the new feats into the list, along with new abilities-- sundering, bleed effects, strike-and-heal, and so on. Maybe move some of the new abilities, like Mettle and Mighty Thews, onto the list as well.

I like your non-combat suggestions; I'll try to think of a few more to add on.


Yitzi, I'll rewrite Combat Mastery to make it clearer right now. I would like to reiterate that the fighter is very much a work in progress at the moment. I'm still trying to find a good way to add offensive power, preferably in the form of class features.
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Old 01-01-2012, 11:31 PM   Top  -  End  -  #12
NeoSeraphi
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Default Re: Strength of Arm and Blade- Barbarian and Fighter Updates

Rereading my earlier post, I realize that my rhetoric was inappropriate. I did not mean to be so negative with my critique. I really do just want to help you finish your product and what you've done so far is definitely an improvement over the original class.
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Old 01-01-2012, 11:49 PM   Top  -  End  -  #13
Grod_The_Giant
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Rereading my earlier post, I realize that my rhetoric was inappropriate. I did not mean to be so negative with my critique. I really do just want to help you finish your product and what you've done so far is definitely an improvement over the original class.
It's ok, I have a pretty tough skin. I'm sure I've been just as harsh with some of your stuff from time to time . Seriously, though, I have nothing but respect for you as a homebrewer, and it was, as I said, a very useful post.
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Old 01-02-2012, 12:01 AM   Top  -  End  -  #14
MacAilbert
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Default Re: Strength of Arm and Blade- Barbarian and Fighter Updates

I'm a Pathfinder player, so I won't be using this as is, as the Pathfinder Barbarian is good enough not to need fixing. Pathfinder gives them a massive selection of rage powers that make the class very, very fun. The Fighter, however, could use some flexibility, and I believe your combat pool and increased intelligence points is what is needed. I think I'll give Fighters in my campaigns these ability as a house rule, while keeping everything else as it normally is for a Pathfinder Fighter. Thank you for giving me something that will be very, very useful.

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Old 01-02-2012, 02:37 PM   Top  -  End  -  #15
Yitzi
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Yitzi, I'll rewrite Combat Mastery to make it clearer right now. I would like to reiterate that the fighter is very much a work in progress at the moment. I'm still trying to find a good way to add offensive power, preferably in the form of class features.
By offensive power, you mean the ability to hit even hard-to-hit enemies or the ability to do huge damage on a hit. I have some ideas on the former, but to me, the latter simply isn't what the fighter is.
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Old 01-03-2012, 04:45 PM   Top  -  End  -  #16
Grod_The_Giant
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Default Re: Strength of Arm and Blade- Barbarian and Fighter Updates

Barbarian updated with a huge list of Brute Powers-- almost all of the former [Rage] feats, a few class features, and a fair amount of new stuff. I might come up with some more for an archer archetype. And, of course, suggestions are welcome.

Still not sure what I want to do with the fighter, sadly. Yitzi, you mentioned that you had some ideas; would you care to share them?

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Old 01-03-2012, 05:18 PM   Top  -  End  -  #17
Yitzi
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Default Re: Strength of Arm and Blade- Barbarian and Fighter Updates

They're actually from the fix linked in my sig, but to save you the time of searching for them:

-Penetrating Blow. Turns the target's AC (from non-touch-AC sources only, plus maybe deflection) into DR. Meant for use in combination with Power Attack to overcome the resulting DR, and has it as a prerequisite. Making the trade ratios beneficial (i.e. if you use Power Attack to cancel out the DR, you lose less than you gained) should require either enough of a feat combo that the tactic is too much of an investment to be worth it for non-fighters, or else a fighter-specific ability. If you're boosting barbarians' Power Attack, that can have the effect too, and is ok. (I did it with an upgraded Weapon Focus line, of which 3 of the 4 are fighter-only, and had a separate boost to barbarians' PA.)
-Greater Feint. Use BAB instead of Bluff ranks when feinting. Nice and simple, and great against anyone who relies on DEX/dodge/etc. bonuses for AC. Has Improved Feint as a prerequisite.
-Two-Weapon Trap. Also used against DEX/dodge/etc. bonuses, and forces the enemy to divide them between your weapons when you attack with multiple weapons simultaneously. Also gives a real reason to use 2 weapons.

Another good approach is to make the fighter good at combat maneuvers through feats. (And by "good", I mean "has a decent chance of grappling a dragon up to 3 sizes larger than himself or tripping a Tarrasque.")
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Old 01-03-2012, 05:32 PM   Top  -  End  -  #18
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Default Re: Strength of Arm and Blade- Barbarian and Fighter Updates

As written, the first entry in the Brute Power list is Brute Power, which, as written, can both be taken as a power and stacks with itself. Remove the bullet point in front of that particular entry and you're good to go.
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Old 01-03-2012, 11:46 PM   Top  -  End  -  #19
nonsi
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Default Re: Strength of Arm and Blade- Barbarian and Fighter Updates

Your Fighter fix is more versatile and a bit more capable, for sure, but it still loses the action-economy race.

As for the Barbarian - I'm not much of a Barbarian fan, but this is the first one I've seen that justifies the title "Barbarian" and actually does something (it doesn't need so much speed boost though - +15ft / +20ft at levels 10 & 20 would be enough).
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Old 01-03-2012, 11:56 PM   Top  -  End  -  #20
Yitzi
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Your Fighter fix is more versatile and a bit more capable, for sure, but it still loses the action-economy race.
Was that directed at Grod or at me?

If at me: Who does it lose to? The only ones with substantially better action economy than the fighter are casters using Quicken Spell, and that's something that they both can't keep up for long and end up paying for in the power per spell.
Also, when passive defenses are on par with (if not superior to) active defenses (as is a consequence of the overall fix, particularly the changes to wizards), action economy becomes less important. (Not useless by any stretch; twice as many actions still means twice the effectiveness. But twice as many actions is worth no more than actions which are twice as powerful.)
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Old 01-04-2012, 12:07 AM   Top  -  End  -  #21
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Default Re: Strength of Arm and Blade- Barbarian and Fighter Updates

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Your Fighter fix is more versatile and a bit more capable, for sure, but it still loses the action-economy race.
On action economy fighters, meet the action hero variant, a personal favorite
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Old 01-04-2012, 12:25 AM   Top  -  End  -  #22
Grod_The_Giant
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Default Re: Strength of Arm and Blade- Barbarian and Fighter Updates

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On action economy fighters, meet the action hero variant, a personal favorite
I've looked at that one a couple times, and while it's quite good, it's not quite what I want.

I think the fighter needs to be the battlefield controller, ultimately. Not a big damage dealer, but a tripper, a crippler, an AoO machine. That, I think, is a distinct role to shoot for that should still let him contribute to the party at high levels.
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Old 01-04-2012, 12:53 AM   Top  -  End  -  #23
EdroGrimshell
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Default Re: Strength of Arm and Blade- Barbarian and Fighter Updates

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Originally Posted by Grod_The_Giant View Post
I've looked at that one a couple times, and while it's quite good, it's not quite what I want.

I think the fighter needs to be the battlefield controller, ultimately. Not a big damage dealer, but a tripper, a crippler, an AoO machine. That, I think, is a distinct role to shoot for that should still let him contribute to the party at high levels.
Still good for action economy ideas. For the rest Realms of Chaos created the Combat Technique system. It's rather interesting and gives some good combat options
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Old 01-04-2012, 04:28 PM   Top  -  End  -  #24
SpaceBadger
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Default Re: Strength of Arm and Blade- Barbarian and Fighter Updates

I like the Barbarian stuff, esp Shrug It Off and resistance to mind-affecting magic, which fit the Conan model nicely. Mettle and Improved Mettle seem over-powered to me - like Evasion but doubled, for both Fort and Will saves. Mad Foam Rager is also excellent and Conan-ish.

I play Pathfinder so am accustomed to Rage Powers, and will probably borrow some of your new Brute Powers as well. Here are two homebrew Rage Powers that I made up; feel free to include them as Brute Powers if you like them:
  • Raging Brawler: While raging, allows use of Improved Unarmed Strike, Improved Grapple, Improved Bull Rush, and Improved Overrun. If you already have one of these feats, allows use of the “Greater” version of that feat.
  • Raging Cleave: While raging, allows use of Cleave feat. If you have Cleave, allows use of Great Cleave. If you have Great Cleave, Dx 13, and BAB 4+, allows use of Whirlwind Attack.

The Fighter stuff is also good. I found Combat Mastery still a little confusing as to how the feat pool and retraining work. My Blade is My Brother is excellent and I will immediately add it to Fighter class abilities in my game, although I'm not so sure about the fast retraining to different weapons - seems to me like the chain of benefits applicable to one type of weapon chosen early in the Fighter's career fits better.
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Old 01-09-2012, 08:07 PM   Top  -  End  -  #25
Grod_The_Giant
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Default Re: Strength of Arm and Blade- Barbarian and Fighter Updates

Fighter fix is complete!

To summarize the differences, the barbarian focused on taking the hits and dealing big power attack damage. Brute powers give it more options both in and out of combat, but they are, of course, limited in number.

Fighters are more intelligence-focused warriors, able to make lots of attacks each round, and unmatched in combat maneuvers like tripping and grappling. They can change their entire build around in a matter of hours to better suit the situation at hand.

Last edited by Grod_The_Giant : 01-09-2012 at 08:16 PM.
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Old 01-09-2012, 10:09 PM   Top  -  End  -  #26
Seerow
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Default Re: Strength of Arm and Blade- Barbarian and Fighter Updates

I actually like this Fighter. A couple things:


Quote:
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. 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.
This should be the fighter's damage is always lethal or non-lethal as he sees fit. If the group wants to take someone alive, the Fighter should not be a detriment to this cause, though the ability to say "**** you regeneration I don't need fire" is nice.


Quote:
Imitative Style (Ex): At 4th level, a fighter can actively learn from his foes. If he spends (5-Intelligence modifier) rounds studying a foe in combat, he may swap a number of feats from his Combat Mastery pool equal to his Intelligence modifier for feats possessed by the foe. He must still meet all the normal prerequisites.
This is really poorly defined. What sort of action is it to study a foe in combat? Is it a free action? Is the Fighter giving up his feats? What happens if the number of rounds becomes negative? This ability could either be really awesome or really lame.



On the ____ Of Battle line of abilities, I think it may go a little over the top. By the end, you're getting a +36 bonus to all maneuvers, which is a lot. The size category boosting alone is probably enough to balance the Fighter out, if you really want to account for higher strength scores, maybe add 1/4-1/2 level, but adding full level on top is too much imo. Unless your intent is "Always win with 100% odds, even when grappling the tarrasque or similarly built brute creatures"


Tyrant of Blades has an example of a 15th level Fighter, when the ability doesn't come until 16th level. Probably something wrong there. (Guessing holdover from earlier draft).


I personally think the immediate interrupt full attack is unneeded. You're already giving a full attack on AoOs. The Fighter has access to the feats to make literally anything provoke an AoO, which will be extremely powerful on this fighter. Another full attack per round is really really not needed. Plus you already have the +4 size category capstone.



A couple random suggestions:
-Something that lets you reassign combat pool feats mid combat at higher levels. Maybe start as a move action, upgrade to swift/immediate actions. Sure you can mimick your opponent, but at higher levels you should get the ability to counter your opponents.

-Something that negates all AoOs incurred from using combat maneuvers. Basically Improved _____ without the +4 bonus and special extra effect. You may already have something like this that I missed, but I didn't see it and it seems like it would fit excellently.

-Make Armor Mastery strength based. I know you want to push an int based fighter, but you've already got a lot of int bonuses packed into early levels, and having strength reduce ACP makes a lot more sense than intelligence.

-The My Blade is My Brother progression seems really awkward. You have 6 abilities there, why not make them come in a predictable progression, at 1/4/8/12/16/20 rather than sometimes 2 levels later sometimes 4 levels later like it currently is? I know it parts from where the feats currently come online, but since you're giving it for free it can afford to be a little later in some places. Alternatively you can make it 1/3/6/9/12/15 if you want it earlier.
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Old 01-09-2012, 10:58 PM   Top  -  End  -  #27
Grod_The_Giant
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Default Re: Strength of Arm and Blade- Barbarian and Fighter Updates

Quote:
Originally Posted by Seerow View Post
This should be the fighter's damage is always lethal or non-lethal as he sees fit. If the group wants to take someone alive, the Fighter should not be a detriment to this cause, though the ability to say "**** you regeneration I don't need fire" is nice.

This is really poorly defined. What sort of action is it to study a foe in combat? Is it a free action? Is the Fighter giving up his feats? What happens if the number of rounds becomes negative? This ability could either be really awesome or really lame.
...
Tyrant of Blades has an example of a 15th level Fighter, when the ability doesn't come until 16th level. Probably something wrong there. (Guessing holdover from earlier draft).
Good catchs, thanks. I'll fix the wording.


Quote:
On the ____ Of Battle line of abilities, I think it may go a little over the top. By the end, you're getting a +36 bonus to all maneuvers, which is a lot. The size category boosting alone is probably enough to balance the Fighter out, if you really want to account for higher strength scores, maybe add 1/4-1/2 level, but adding full level on top is too much imo. Unless your intent is "Always win with 100% odds, even when grappling the tarrasque or similarly built brute creatures"
Yeah, you're probably right. I'll cut out the level-based part.


Quote:
I personally think the immediate interrupt full attack is unneeded. You're already giving a full attack on AoOs. The Fighter has access to the feats to make literally anything provoke an AoO, which will be extremely powerful on this fighter. Another full attack per round is really really not needed. Plus you already have the +4 size category capstone.
You may be right, but I don't think that Colossus is a great capstone by itself, seeing as how it's just an improvement of an existing ability. Hmm...

Quote:
A couple random suggestions:
-Something that lets you reassign combat pool feats mid combat at higher levels. Maybe start as a move action, upgrade to swift/immediate actions. Sure you can mimick your opponent, but at higher levels you should get the ability to counter your opponents.
That's a clever idea...

Quote:
-Something that negates all AoOs incurred from using combat maneuvers. Basically Improved _____ without the +4 bonus and special extra effect. You may already have something like this that I missed, but I didn't see it and it seems like it would fit excellently.
Flow of Battle, level 14.

Quote:
-Make Armor Mastery strength based. I know you want to push an int based fighter, but you've already got a lot of int bonuses packed into early levels, and having strength reduce ACP makes a lot more sense than intelligence.
...yeah, that makes sense.

Quote:
-The My Blade is My Brother progression seems really awkward. You have 6 abilities there, why not make them come in a predictable progression, at 1/4/8/12/16/20 rather than sometimes 2 levels later sometimes 4 levels later like it currently is? I know it parts from where the feats currently come online, but since you're giving it for free it can afford to be a little later in some places. Alternatively you can make it 1/3/6/9/12/15 if you want it earlier.
I was granting them at the abilities you normally qualified for, but you're right. The progression does get silly.

Thanks for the feedback!
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Old 01-09-2012, 11:01 PM   Top  -  End  -  #28
Seerow
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Default Re: Strength of Arm and Blade- Barbarian and Fighter Updates

Quote:
Flow of Battle, level 14.
Ah yeah, I saw that and interpreted it as meaning from movement, not sure why it translated to that in my head.


As an aside, since the 14th level fighter doesn't provoke AoOs from anything, this little tidbit is probably unneccessary:

Quote:
At 18th level, a fighter may move up to his speed as an immediate action without provoking attacks of opportunity.
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Old 01-09-2012, 11:44 PM   Top  -  End  -  #29
Just to Browse
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Default Re: Strength of Arm and Blade- Barbarian and Fighter Updates

This fighter seems to be an awful lot of numbers. He has the weapon spec chain, AB & AC for a knowledge check, AB & AC equal to IntMod, he's given free feats for more number stacking, reduced armor penalties, and numbers for a pseudo-size. This stops at level 5, but the passives don't stop until one ability at 18th level.

You've made the fighter problem into the barbarian problem--the fighter is now a bunch of passives, who just stacks bonuses and goes to town with full attacks. That's nice, but it really just seems like more of an NPC class than anything else...
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Old 01-10-2012, 07:58 AM   Top  -  End  -  #30
Yitzi
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Default Re: Strength of Arm and Blade- Barbarian and Fighter Updates

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Originally Posted by Just to Browse View Post
You've made the fighter problem into the barbarian problem--the fighter is now a bunch of passives, who just stacks bonuses and goes to town with full attacks. That's nice, but it really just seems like more of an NPC class than anything else...
No, the feat retraining abilities give him quite a bit of strategic element.
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