| Post/Author/DateTime | Post |
|---|---|
| Meikle_64106-07-07, 09:33 PM | Right then. Here's is Fighter Fix #whatever on this board. I'm not here to super buff offense or give lots of zany abilities that lack flavour (or I hope not at least). What I do hope to do is correct some of the more glaring holes that I've noticed, namely a lack of versatility outside of battle and their total dependence on gear. This version is the bastard son of numerous 'fixes', Warblade, and the WotC "Dead Levels" article. So if you see something familar (or made it), don't take a offense. So...here we go. FIGHTER (GX, Orcnet, with help from the Wizard's boards) Alignment: Any. Hit Die: d10. Class Skills: Balance, Climb, Craft (Any), Handle Animal, Heal, Intimidate, Jump, Knowledge: History, Knowledge: Nobility & Royalty, Listen, Perform: Weapondrill, Ride, Spot, Swim Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Table: The Fighter Level BAB Good Save Bad Saves Special 1st +1 +2 +0 Bonus feat 2nd +2 +3 +0 Bonus feat, Weapon Aptitude 3rd +3 +3 +1 Physical Prowess 4th +4 +4 +1 Bonus feat 5th +5 +4 +1 Physical Prowess 6th +6/+1 +5 +2 Bonus feat, First Aid 7th +7/+2 +5 +2 Physical Prowess 8th +8/+3 +6 +2 Bonus feat 9th +9/+4 +6 +3 Physical Prowess 10th +10/+5 +7 +3 Bonus feat 11th +11/+6/+1 +7 +3 Physical Prowess 12th +12/+7/+2 +8 +4 Bonus feat, Master of Arms 13th +13/+8/+3 +8 +4 Physical Prowess 14th +14/+9/+4 +9 +4 Bonus feat 15th +15/+10/+5 +9 +5 Physical Prowess 16th +16/+11/+6/+1 +10 +5 Bonus feat 17th +17/+12/+7/+2 +10 +5 Physical Prowess 18th +18/+13/+8/+3 +11 +6 Bonus feat 19th +19/+14/+9/+4 +11 +6 Physical Prowess 20th +20/+15/+10/+5 +12 +6 Bonus feat, Master Weapon Adept Class Features All of the following are class features of the fighter. Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). Saving Throws: At 1st level, a Fighter picks from among Will, Fortitude and Reflex one Save to follow Good progression. The other two follow Bad progression. Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. Weapon Aptitude (Ex): A fighter can spend 1 hour in weapon practice each day to change the designated weapon for any feat that he has that applies to only a single weapon, such as Weapon Focus. He must have access to the new weapon while practicing. He does not have to change all his feats in this way, but he cannot change his feats in such a way that he no longer meets prequisites for other feats he has. Physical Prowess (Ex): Starting at 3rd level, a fighter gets a bonus to some aspect of his ability checks that makes him a better warrior. The fighter gains an additional bonus at 5th level and every two fighter levels thereafter (7th, 9th, 11th, 13th, 15th, 17th, and 19th). The bonus must be drawn from the following list. Applied Force (Ex): A fighter can administer force to the weakest points of inanimate objects effectively, giving the character a +1 bonus on Strength checks to break or burst items (see page 165 of the Player's Handbook). Combat Bearing (Ex): A fighter can steady himself to fight in precarious situations, giving the character a +1 bonus on Dexterity or Balance checks to avoid falling when damaged while balancing or moving quickly across difficult surfaces (see Balance on page 67 of the Player's Handbook). Stamina Reserve (Ex): A fighter can push his body more than normal, giving the character a +1 bonus on Constitution checks to continue running (see page 144 of the Player's Handbook) and to avoid nonlethal damage from a forced march (see page 164 of the Player's Handbook). First Aid (Ex): Fighters are used to patching up wounds after having their faces smashed in. A Fighter of 6th level gains First Aid, which grants them a bonus on Heal checks equal to 1/2 their Fighter level, rounded down. Master of Arms (Su): For every Fighter Bonus Feat other than Master of Arms that the character possesses, any weapon, shield or armor he holds may have a +1 enhancement bonus. This enhancement bonus may not be used to apply for special enhancements such as flaming or ghost touch as this is not a supernatural or magical ability; It is simply the fighter's incredible ability with his arms and armor. The fighter may re-assign these enhancement bonuses as a free action once per round at the start of his turn. Special: The Fighter must divide the enhancement bonus amongst the weapons and armor he currently wields / wears. Also, the fighter may not increase the enhancement bonus of any piece of equipment beyond the number of non-Master of Arms fighter bonus Feats. Example: A 12th level Fighter (with 6 fighter bonus feats OTHER than Master of Arms) with a longsword, shield and a chain shirt could choose to increase the enhancement of his longsword by +3, his shield by +1 and his armor by +2. If he were to pick up a very powerful +5 longsword, he could only increase it's enhancement by a further +1 (to +6) as he has 6 fighter bonus feats besides Master of Arms. Master Weapon Adept (Ex): A 20th level Fighter is one of the toughest, best-trained and hardest-hitting killing machines in the entire Multiverse. They have an intuitive sense for any instrument made for the express purpose of stabbing, poking or smashing things until they stop moving. A Fighter with Master Weapon Adept is automatically proficient with anything he uses as a weapon, including Improvised Weapons and all Exotic Weapons. Any Exotic Weapon Proficiency feats the Fighter already has may be swapped with a Weapon Focus or Weapon Specialization feat for any weapon the Fighter chooses. ----------------------------------------------- As I see it, the Master of Arms ability and the 20th level capstone ability manage to make it worth taking at high levels and make it so you can still kick ass if your gear is stolen or are breaking out of prison (or whatever). The other stuff simply adds in non-supercharging ways (hopefully) and merely helps it be more useful. The Good/Bad save option exists to give my variety to this class so that more archetypes and ideas can be utilized. After all, why would a swashbuckler be tough and not agile? Wouldn't somebody who as extensively trained against mental pressure or has been subjected to mental intrusions have good will saves? |