| Neth, Net Hermit |
I'm trying my hand at rewriting the fighter by dipping my hand in butterscotch pudding, as of course is tradition.
Advanced weapon and armor training options fall into one of four categories: (1) adding numbers to things a fighter's already good at (i.e., attack rolls) or bad at (i.e., Will saves); (2) options that could have been a combat feat (i.e., steel headbutt); (3) options that step on another class's toes, that therefore shouldn't be a combat feat (i.e., fighter's tactics); and (4) options for out-of-combat utility, that therefore shouldn't be a combat feat (i.e., master armorer).
The fighter below should have the same number of class features as before, but 4 skill ranks per level, effectively two good saves, a weapon training that scales from 1st level but isn't so good as to encourage dipping, and room for out-of-combat utility. In exchange, the fighter effectively takes -2 on attack rolls and -4 on damage rolls from the loss of Weapon Focus and Weapon Specialization, and only gains weapon training with one weapon group. I'll write more talents later.
Alignment: Any.
Hit Die: d10.
Class Skills
The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
(The fighter now gains 2 additional skill ranks per level.)
Class Features
A fighter gains the following class features.
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats: At 1st level and every even level thereafter, a fighter gains a bonus combat feat. He must meet the prerequisites of his chosen feat, if any.
Each time the fighter gains a new bonus combat feat, he may also replace up to one bonus combat feat that he already has with a new combat feat. The fighter can't replace a feat he is using as a prerequisite for another feat, prestige class, or character option.
(The fighter can now replace a feat every even level instead of every four levels.)
Weapon Training (Ex): At 1st level, a fighter chooses one weapon group described below [TBD]. The fighter gains a +1 bonus on his attack rolls, damage rolls, and combat maneuver checks with a weapon of his chosen group. While wielding a weapon of his chosen group, the fighter also gains a +1 bonus to his Combat Maneuver Defense. At 5th level and every four levels thereafter, these bonuses increase by 1.
A fighter is treated as having the Weapon Focus feat for each weapon of his chosen group, and can't gain such a Weapon Focus feat again. If the fighter gains the Weapon Focus feat for a different weapon, he gains the benefits of his weapon training with that weapon instead of the normal benefits of the Weapon Focus feat, even if the weapon is in a different group.
(This modifies weapon training and Weapon Focus, and replaces Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, and the combat maneuver defence advanced weapon training. Additional weapons and weapon groups can be chosen by taking Weapon Focus or the additional training talent below, respectively.)
Fighter Talents: At 2nd level and every four levels thereafter, a fighter gains a talent below. He must meet the prerequisites of his chosen talent, if any.
(This replaces advanced armor training and advanced weapon training. Heavy armor training effectively grants bravery. I've only rewritten five talents so far: additional training, bravery, and second skin are meant for backwards compatibility; master smith and versatile training are meant for non-combat utility.)
Additional Training (Ex): The fighter chooses a weapon group that he hasn't chosen for weapon training, or a type of armor that he hasn't chosen for armor training. The fighter can take this talent multiple times. Each time, he must choose a different weapon group or type of armor. A fighter must be at least 6th level before choosing this talent.
(This allows for multiple weapon training at the highest bonus, or multiple armor training below.)
Bravery (Ex): The fighter gains a +1 bonus on his Will saving throws against fear effects, and the DC of Intimidate checks to demoralize him increases by 1. These bonuses increase by 1 at 6th level and every four levels thereafter. The fighter grants the same bonuses to allies within 30 feet who can see and hear him. As a move action, the fighter can allow himself or such an ally to attempt a new saving throw against a fear effect. He can use this talent even while cowering, frightened, or panicked.
(This replaces bravery and inspiring confidence. "Move action at will instead of swift action a number of times per day" is experimental, and up for discussion.)
Master Smith (Ex): The fighter gains the benefits of the Craft Magic Arms and Armor and Master Craftsman feats and he treats his fighter level as his caster level, but only for the purpose of crafting magic weapons and armor. The fighter can use his attack bonus with a specific weapon instead of his bonus for the appropriate Craft skill for that weapon (or his attack bonus with any weapon for armor), and can make such checks untrained. A fighter must be at least 6th level before choosing this talent.
(This replaces the master armorer advanced weapon training. "Attack bonus instead of skill bonus" is experimental, and up for discussion.)
Second Skin (Ex): At 2nd level and every four levels thereafter, the fighter's armor check penalty decreases by 1 (to a minimum of 0). The fighter can also move at his normal speed and sleep without becoming fatigued while wearing medium armor. At 6th level, the fighter can move at his normal speed and sleep without becoming fatigued while wearing heavy armor.
(This replaces part of armor training. The remainder of armor training can be chosen by taking light armor training below.)
Versatile Training (Ex): The fighter chooses one of his weapon groups. He can use his attack bonus with a weapon from that group instead of his bonus for Bluff, Intimidate, or the two skills associated with that group. The fighter can also make such checks untrained. The fighter can take this talent multiple times. Each time, he must choose a different weapon group. The weapon groups (and their associated skills) are: [TBD].
(This replaces the versatile training advanced weapon training. "Attack bonus instead of skill bonus" is experimental, and up for discussion.)
Armor Training (Ex): At 3rd level, a fighter chooses light armor, medium armor, or heavy armor. While the fighter is wearing armor of his chosen type, he gains the benefit described below.
Light Armor: A fighter in light armor trades protection for mobility to dodge incoming attacks. While wearing light armor, the fighter gains a +1 bonus on all Reflex saving throws, and his light armor's maximum Dexterity bonus to Armor Class increases by 1. At 7th level and every four levels thereafter, these benefits increase by 1.
Medium Armor: A fighter in medium armor embraces the versatility of his armor. Each time he dons medium armor, the fighter chooses light armor or heavy armor. While wearing medium armor, he gains the benefit of armor training for armor of his chosen type as if he was wearing armor of that type. The fighter can change this choice by removing his medium armor and donning it again.
Heavy Armor: A fighter in heavy armor braces for any impact, trusting himself and his armor to endure. While wearing heavy armor, the fighter gains a +1 bonus on all Will saving throws and damage reduction 1/—. At 7th level and every four levels thereafter, these benefits increase by 1.
(Light armor training replaces part of armor training, and heavy armor training replaces bravery, armor mastery, and the armed bravery and fighter's reflexes advanced weapon training. The remainder of armor training can be chosen by taking the second skin talent above. Additional armor types can be chosen by taking the additional training talent above.)
Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.