| Post/Author/DateTime | Post |
|---|---|
| Nyferto06-17-05, 12:12 PM | Only changes are. 1. Bonus Feat 2. Bonus Feat 3. 4. Bonus Feat 5. Improved Armour Expertise 6. Bonus Feat 7. 8. Bonus Feat 9. 10. Bonus Feat 11. Battle Initiative +1 12. Bonus Feat 13. Greater Armour Expertise 14. Bonus Feat 15. Battle Initiative +2 16. Bonus Feat 17. Supreme Armour Expertise 18. Bonus Feat 19. Battle Initiative +3 20. Bonus Feat Armour Expertise (EX) Advanced training with armours and defence has taught you how to better defend yourself in combat. At 5th level the speed penalty imposed by armour is reduced by 5ft. You gain a +1 bonus to AC whilst wearing armour and any ACP is reduced by 1. At 13th level if you have no speed penalty imposed by armour, your speed increases by 5ft. You also gain a further +1 bonus to AC whilst wearing armour and any ACP is reduced by 1. At 17th level the speed penalty imposed by armour is reduced by a further 5ft. If you have no speed penalty imposed by armour, your speed increases by 5ft. You gain a further +1 bonus to AC whilst wearing armour and any ACP is reduced by 1. Battle Initiative (EX) Fighters are quick to react in combat, and this translates to a more combat suited thought process and mental reactivity. At 11th level you gain a +1 bonus to reflex saves, will saves and initiative checks. You also get this bonus on any check made to avoid being caught suprised in combat. For example, if a hidden Rogue tries to attack an 11th level Fighter and the DM calls for a Spot check to notice the attack, you would get a +1 bonus on that check, but you would not get a +1 bonus on a spot check to notice the Rogue before hand until he attempted to suprise you. This bonus increases by +1 for every 4 Fighter levels after 11th (+2 at 15th, +3 at 19th). Suggested new feats to come. |
| Ezell Pike06-17-05, 12:41 PM | I like it. :D It makes good sense. I saw the other post. I liked that too. This is easier. An apology goes a long way in my eyes. |
| not Yoda06-17-05, 12:45 PM | I like it. :D An apology goes a long way in my eyes. Dang Beat me to it. Sorry about that bard comment, that is if you took offense. :embarrass This game is awesome Yes? HHmmm :dancin: |
| Nyferto06-17-05, 12:48 PM | I'll do another more drastic change tommorow (possibly). When did I ask for a Bard? -Prefers 3.0 as a base. |
| not Yoda06-17-05, 01:10 PM | I'll do another more drastic change tommorow (possibly).. Plan on fixing sorcerer? (JK) When did I ask for a Bard?. In that other thread you didn't but you made me :hoppingma -Prefers 3.0 as a base. Personally I liked the ranger in 3.0 better. Yeah I know they were weaker but d10's :D d8 makes me feel like a wuss. When I kill magical beasts I want to feel solid. |
| Nyferto06-18-05, 06:46 AM | Actually I've got 2 more Fighters, possibly more and a massive Wizard overhaul. |
| hammer_man_Dan06-18-05, 01:31 PM | I like your current fighter revision, I like the 3.5 fighter how he is however it could be better. this should be a very interesting post. |
| Yoho1.507-21-05, 06:55 PM | I think that the fighter's, and only the fighter's Weapon Focus/Specialization should count towards BAB for the purposes of determining secondary attacks! This is a nod to previous editions where specialization led to more attacks per round. So a 5th level fighter with Weapon focus gets +6/+1 BAB with his focused weapon, this fighter only addition to Weapon Focus would throw the fighter a bone and help out the Focus/Specailization sucks problem. |
| mrurbanitesmiley07-21-05, 07:17 PM | I know this is weird, but maybe the armor abilities should reduce the Arcane Spell failure %? I mean, I don't think it would unbalance anything, and it would make sense. They are better at moving in armor, thus they can move there hands better. Also, add in an increase to maximum dexterity for armor maybe? (I want to see a dwarf using the best plate from Races of Stone, Lvl 20 in this fighter, both armor specializations. Something like AC 25 w/o magic and 10 dexterity. ) |
| RadicalTaoist07-21-05, 09:54 PM | Good ideas Nyferto. Now turn them into feats. Don't get me wrong, it gives bonuses and bonuses are good, but what the fighter needs isn't bonuses. What he needs are viable combat options. |
| Rarg07-26-05, 03:50 AM | this is nice if you think they need a boost, as i have said i think they are fine. but this is the best variand i have seen (as aposed to some overpowered crazy monkey sneekattacking spell throwing ones i have looked at) |
| Nyferto07-26-05, 12:36 PM | Some of the feats I've been working on are a bit tricky, I want to stick to standard core style feats, and integrate some new Tactical feats for Complete users. The reason they're bonuses and not Feats is so the Fighter doesn't have to spend anything to use them. The WF/GWF idea is nice, but I'm not too fond of the feats as they are. It also helps Full attackers more than single attackers, but that's a different issue. An example feat I've been testing: Muderous Follow Through Req: BAB +16, Power Attack, Combat Reflexes Once per round, when making an Attack of Oppotunity or Cleave attack you deal double randomised damage (equal to the base die of the weapon) if you hit. For example, if Rogan the 18th Level Barbarian hits with his Greataxe as a Cleave attempt, he deals 2d12 damage instead of 1d12 (plus any extra damage). If Sozu the 16th Fighter hits with a Falchion on an Attack of Oppotunity he deals 4d4 damage with his Falchion plus any extra damage. |