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| Ibbins05-16-05, 09:51 PM | There seems to be 3 main issues with the Fighter these days: Lack of flavor and uniqueness. Underpowered at high levels. It's often used as a 1- or 2-level dip for the bonus feats. So, here's my version of the fighter meant to address those issues. The Skill set ability was adapted from Szatany's Ultimate Fighter (http://boards1.wizards.com/showthread.php?t=169285), though it leaves behind the followup abilities from Specialization. GAME RULE INFORMATION Fighters have the following game statistics. Abilities: Same as in Player's Handbook. Alignment: Any. Hit Die: d10. Class Skills Class Skills: Climb, Craft, Intimidate, Jump, Profession, Swim. In addition, every fighter chooses a skill set at first level, which grants them a small selection of extra class skills. Once made ,this choice cannot be changed. Skill Points at 1st Level: (4 + Int modifier) × 4. Skill Points at Each Additional Level: 4 + Int modifier. Level BAB Fort Ref Will Special 1 +1 +2 +0 +0 Skill Set, Combat Technique I 2 +2 +3 +0 +0 Combat Mastery +1 3 +3 +3 +1 +1 Bonus Feat 4 +4 +4 +1 +1 Combat Technique I 5 +5 +4 +1 +1 6 +6 +5 +2 +2 Combat Mastery +2 7 +7 +5 +2 +2 Combat Technique I 8 +8 +6 +2 +2 9 +9 +6 +3 +3 Bonus Feat 10 +10 +7 +3 +3 Combat Mastery +3, Combat Technique II 11 +11 +7 +3 +3 12 +12 +8 +4 +4 13 +13 +8 +4 +4 Combat Technique II 14 +14 +9 +4 +4 Combat Mastery +4 15 +15 +9 +5 +5 Bonus Feat 16 +16 +10 +5 +5 Combat Technique II 17 +17 +10 +5 +5 18 +18 +11 +6 +6 Combat Mastery +5 19 +19 +11 +6 +6 Combat Technique III 20 +20 +12 +6 +6 Combat Technique III, Bonus Feat Proficiencies: Fighters are proficient with all simple and martial weapons, all armor, and shields, including tower shields. Skill Set: Self-Reliant: Heal, Survival, Knowledge(Nature), Listen. Fleet: Tumble, Balance. Knight: Diplomacy, Sense Motive, Knowledge(Nobility and Royalty), Knowledge(History) Cavalier: Ride, Handle Animal, Diplomacy. Savvy: Diplomacy, Bluff, Gather Information. Combat Technique I: At first level, the fighter learns a new ability that gives him an edge in combat. He chooses any ability from the Combat Technique I list. All of these abilities are extraordinary. The fighter gains another CTI at level 4, and again at level 7. Combat Mastery: Beginning at level 2, the fighter adds 1 to all attack rolls and weapon damage rolls. The bonus increases by 1 at level 6 and every 4 levels thereafter. Bonus Feat: At 3rd Level and every 6 levels thereafter, the Fighter gains a Fighter bonus feat. He is still required to take any prerequisites for the feat. Combat Technique II: At level 10, the Fighter gains an ability chosen from the Combat Technique II list. He gains another CTII at level 13, and again at level 16. Combat Technique III:At level 19, the Fighter gains an ability chosen from the Combat Technique III list. He gains another CTIII ability at level 20. Note: With this fighter variant, the fighter-specific weapon feats(weapon specialization, greater weapon focus, and greater weapon specialization) cannot be taken; they are effectively incorporated into the Combat Mastery ability. Other feats that have these weapon feats as prerequisites now only have the appropriate fighter level as a prerequisite. Combat Technique I: Armor Optimization: Any armor you wear is treated as having 2 less Armor Check Penalty, and grants an additional +1 bonus to AC. Evasion: prerequisite: Improved Reflex. You gain Evasion, as per the Monk. Exoticist: Choose 3 Exotic Weapons. You gain weapon proficiency for all of them. Fast Movement: Prerequisite: Fleet skill set. You gain +10 speed. This bonus is not negated by heavy armor. Diversity: Choose a number of weapons equal to 3+int mod. Any weapon-specific feat you take (or already have) that applies to one of those weapons instead applies to all of those weapons. Greater Mounted Combat: Prerequisite: Mounted Combat. While riding a mount, you get +1 to attack and AC, and the mount's speed is increased by 10 feet. Improved Charge: While charging, you do not get an AC penalty, and the bonus gained is increased to +4. Also, you deal extra damage equal to ½ your strength bonus when charging. Improved Hit Dice: Your hit die is d12 instead of d10(including the maxed d12 for 1st level). This technique may only be taken at first level. Improved Reflex: You gain the better base save progression for reflex saves (2+1/2 fighter level). You may only take this technique at first level. Initial Specialized Training: Choose a bonus feat from the following list: Combat Expertise, Dodge, Mounted Combat, Point Blank Shot, or Power Attack. Shielding Defense: You gain +1 Shield bonus to AC while using a buckler or light shield, and +2 shield bonus to AC while using a large shield or tower shield. Single Swordplay: While you are wielding a one-handed weapon and your other hand is free, you gain +2 attack bonus and +2 Dodge bonus to AC. Terrifying Stature: You may add your strength bonus to intimidate checks rather than your charisma bonus. Your charisma penalty, if any, still applies. Tower Shield Mastery: You receive no attack penalty for using a tower shield. Virtual Feats: Choose any 3 fighter feats. You are treated as having those feats for purposes of fulfilling prerequisites for other feats(but not Prestige Classes) Combat Technique II: Agile Riposte: Whenever the opponent you have selected for your Dodge attacks and misses you in combat, you gain an attack of opportunity against that foe. Armed Deflect Arrows: Once per round when you would be hit by a ranged weapon, you may deflect it so you take no damage. You must be carrying a weapon or shield to use this ability. This is otherwise identical to Deflect Arrows. Bonus Feat: You gain a Fighter Bonus Feat. Combined Strike: Prerequisite: TWF. You may attack with 2 weapons as a standard action. They use the same attack roll, and the attack penalty is increased by -2. This feat may be used in conjunction with Spring Attack. Constant Vigilance: You are never flat-footed. Damage Reduction: You gain damage reduction 2/-. Defensive Shot: You may attack with a ranged weapon without drawing attacks of opportunity. Double Step: You may may make an extra 5-foot step each round. This movement does not draw attacks of opportunity. Enervating Strike: Whenever you make a critical hit against an opponent, they must make a fortitude save(10+1/2 Fighter level + Str mod), or become exhausted for 1 minute (This is an exception to the rule that exhaustion ends after an hour). Faster Movement: prerequisite: fast movement. Your bonus from fast movement is increased to +30 speed. Flurry of Strikes: As a full attack action, you may make 1 extra attack with a weapon wielded in one hand at your full base attack bonus. However, all attacks you make that round suffer a -2 penalty. Heightened Critical: Choose a weapon for which you have Improved Critical. The crit multiplier of that weapon is increased by 2. Improved Dodge: You gain a +2 Dodge bonus to AC. Improved Evasion: prerequisite: Evasion class feature. You gain Improved Evasion, as per the Monk. Improved Power Attack: When you use the Power attack feat, you deal 3 more damage for every 2 points by which you reduce your attack bonus. With a 2-handed sword, you deal 3 extra damage for every 1 point of attack bonus. Improved Precise Shot: You gain the benefits of both Precise Shot and Improved Precise Shot. Improved Single Swordplay: prerequisite: Single Swordplay. The bonus from Single Swordplay is increased to +4 attack bonus and +4 dodge bonus to AC. Indomitable Will: Whenever you fail a will save, you may immediately reroll the save. You must take the second roll, and you may only reroll once per save. Mobile Cleave: Prerequisite: Great Cleave. You may take your 5-foot step before making a cleave attack(This requires your one 5-foot step per round). Mythic Strength: Your strength is considered 6 points higher for purposes of determining encumbrance. Additionally, you get +3 bonus on strength checks and strength-based skill checks. Rapid Recovery: one night of rest(an 8 hour sleep) is treated as 10 days of light activity for purposes of recovering hit points and ability damage. Full bed rest is treated as 10 days of full bed rest purposes of recovering hit points and ability damage. Reactive Shot: Prerequisite: Defensive shot. You may make attacks of opportunity with a ranged weapon. You have an effective reach of 10 feet. Remedial Training: You may choose a technique from the CTI list. Spellbane: You gain +2 on all saves against spells or spell-like abilities. Stunning Blow: As part of an attack, you may declare that you are using this ability. An opponent hit by your attack must must a fortitude save(10+1/2 fighter level + Str mod) or be stunned for 1 round. You may attempt a stunning blow once per day for every four Fighter levels you have, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. Supreme Power Attack: Prerequisite- Improved Power Attack technique. For every 1 point by which you reduce you attack bonus, you deal 2 extra points of damage(or 4 with two-handed weapons) Sweeping Attack: Whenever you make an attack, you may choose 2 adjacent opponents that you threaten. That attack targets both opponents equally. Make only one attack roll for both targets. Thundering Charge: prerequisite:Improved Charge technique. Your charge attacks gain +6 attack bonus instead of +4, and on a hit you deal extra damage equal to your Fighter level. Combat Technique III: Bonus Feat: You gain a Fighter Bonus Feat. Blindsense: You gain Blindsense 30 feet. Greater Spellbane: Prerequisite: Spellbane. You gain an additional +4 on all saves against spells or spell-like abilities. Incredible Speed: You may take an additional move-equivalent action each round. Paralyzing Strike: Prerequisite: Enervating Strike. Whenever you make a critical hit against an opponent, they must make a fortitude save(10+1/2 Fighter level + Str mod), or be paralyzed for 1d6 rounds(they are still also exhausted from enervating strike). Remedial Training: You may choose a technique from the CTII list. Slay: Upon a natural 20 on an attack roll(and a crit confirmation), the opponent must make a fortitude check(DC 10+1/2 Fighter level + Str mod) or die. Death Ward does not protect against this ability. Creatures immune to critical hits are also immune to Slay. As you can see, the CTI and CTIII lists are sorely lacking. Any comments or contributions are welcome. Edits 5/17/05- Added Improved Hit Dice(as a CTI) |
| Murray the Trout05-17-05, 09:27 AM | Not bad. I like it for the most part but it needs to be played and checked because it may be a bit too powerful. What comes to mind is the Talent trees form d20 modern. Good work, i'd consider running one of these in my own campaings. |
| Nyferto05-17-05, 12:21 PM | What about the standard Fighter skills set? Can you take a lower combat technique with a higher combat technique, e.g. a CTI with a CTII? |
| Ibbins05-17-05, 03:54 PM | It's definitely a lot more powerful than the Core fighter, since, if you convert all the Combat Techniques into feats, you end up with 11 bonus feats, along with Combat Mastery and and the better skills--plus the techniques themselves are a hell of a lot more powerful than feats. At high levels, the Wizard of the party shines while the fighter either serves as meatshield or disappears quietly into the background. This remake was intended to solve that problem. When you consider the power of this guy at high levels, also consider the amazing power available to Wizards, or those crazy PrCs that max out at lvl 15(5 fighter levels & 10 PrC levels). What about the standard Fighter skills set? Cavalier offers the only fighter skills that I removed from the core skills list(Ride and Handle Animal), and adds diplomacy. Can you take a lower combat technique with a higher combat technique, e.g. a CTI with a CTII? Added (Known as Remedial Training). |
| Ibbins05-17-05, 07:41 PM | :bump: Any suggestions for more Combat Techniques(especially III), or comments about the existing ones? |
| yoippari06-12-05, 11:27 PM | You need some grappling "feats". Maybe being able to use a one handed weapon while grappling (as opposed to a light weapon), or maybe being able to take an extra action while grappling. Maybe being able to use your attack action to attack someone outside the grapple. I do like this class if only to get away from the very generic fighter class. |