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| heax04-25-07, 03:26 AM | Boo~ che' boo boo! Boo~ Che' boo boo! Yet another Fighter class remix. I want some critical feedback here- especially in concern to the floating feats. I don't know if they should be restricted to Fighter-only feats (those available on the bonus fighter feat list), or not. It seems stupid to do that. Oh well... The weapon groups is just a way for versatility- what if you use a bastard sword, but your party finds a sweet, sweet greatsword? What's the real difference other than some minor balance issues? NOTHING. Skills, Saves, BAB: all are the same. Here's my Fighter Remix v1.0 LVL BAB F R W SPECIAL --------------------------------------- 1 1 2 0 0 [Weapon Group], Discipline, Weapon Focus (Group) 2 2 3 0 0 Bonus Feat 3 3 3 1 1 4 4 4 1 1 Discipline Feat 1 5 5 4 1 1 Variable Fighting 1 6 6 5 2 2 Discipline Feat 2 7 7 5 2 2 8 8 6 2 2 Discipline Feat 3 9 9 6 3 3 10 10 7 3 3 Any Tactical Feat 11 11 7 3 3 Variable Fighting 2 12 12 8 4 4 Bonus Feat 13 13 8 4 4 14 14 9 4 4 Bonus Feat 15 15 9 5 5 16 16 10 5 5 Bonus Feat 17 17 10 5 5 Variable Fighting 3 18 18 11 6 6 Bonus Feat 19 19 11 6 6 20 20 12 6 6 Bonus Feat The Different Disciplines:You gain proficiency with all exotic weapons mentions under your Weapon Group. Your weapon focus applies to weapons listed here. If you ever take weapon specialization, Improved Critical, or the Greater version of weapon focus or weapon specialization, it applies to all of those listed in your Weapon Group. WEAPON GROUPS Heavy Blade Longsword, Bastard Sword, Greatsword, Falchion Light Blade Short Sword, Rapier, Scimitar, Dagger Axe Handaxe, Battleaxe, Greataxe, Longaxe [dwarven waraxe] Polearm Halberd, Guisarme, Glaive, Ranseur Chain Light flail, Heavy flail, Spiked chain Mace Light mace, heavy mace, morningstar, Warmace Spear Shortspear, Longspear, Greatspear, Javelin Bow Shortbow, Longbow, Composite [shortbow and longbow] Crossbow Light crossbow, heavy crossbow, repeating crossbow, hand crossbow Other weapon groups can be formed, I haven't done them all my any means. STYLE DISCIPLINES You gain these feats even if you do not meet the pre requisites Hard as Stone Improved Toughness, Combat Expertise, Roll with It Crescent Moon Combat Expertise, Improved Disarm, Improved Trip Full Pincer Improved Unarmed Strike, Improved Grapple, Superior Unarmed Strike [or] Earth's Embrace Water meets Rock Power Attack, Shield Specialization (heavy or light), Leap Attack [or] Powerful Charge Charging Bull Power Attack, Improved Bull Rush, Powerful Charge [or] Improved Overrun Sniper Point Blank Shot, Far Shot [or] Rapid Reload, Precise Shot [or] Rapid Reload Wardance Weapon Finesse, Dodge, Mobility [or] Combat Reflexes Many others can be created. Just make up an idea that a veteran warrior would learn in the army or other military training. Must make sense, and follow a particular flow. VARIABLE FIGHTING Are floating feats. Choose at the beginning of the day. Must qualify for the feats. Otherwise, feat lists and bonus feats are the same. This allows for a similar amount of specialization, but has a few minor benefits- for instance, the floating feats can make a normal fighter suddenly, one morning, slightly psychic and able to run up walls. Or have unnatural speed, dexterity, or strength. He could even begin to manipulate his own body. I guess there's a limit to what the floating feats can do... But I didn't want to limit them to fighter bonus feats. May be to any [fighter], [general], or [tactical] feat? |