P33J |
So a game I'm playing in, we've talked about homebrewing the fighter class to give it a little pick me up. We all like playing fighters from time to time, and we generally like the class, but we all find ourselves in those early teen levels wishing we had something a little "more."
So without further ado, I present to you "The Fighter" lol
Skill Points: 4
A fighter typically doesn't dump Intelligence. But on the flip-side they typically don't go higher than 13, this means the average non-human fighter gets 3 skills per level and the average human fighter gets 4. Instead, lets make that 5 and 6.
Class Skills: Knowledge (Local & Nobility), Perception, Linguistics.
A fighter is a professional soldier (or close to it) as a result, they should know the lay of the land, should be able to recognize local lords (who might be hiring), have keen senses to sniff out an ambush, and the ability to speak a few languages to be able to parley.
Saves: Fort & Reflex.
This was a tough one, I could easily make the argument that a life of discipline learning how to fight and training their body would lead to a strong will score, but ultimately the idea that a fighter can move at full speed in full plate across the battlefield and can unleash several AoOs, makes me think that these guys are nimble.
Class Features:
Level 1: Bonus Combat Feat, Weapon Focus (1st Weapon)
Level 2: Bonus Feat, Bravery +2
Level 3: Armor Training 1
Level 4: Bonus Feat, Weapon Specialization (1st Weapon), Weapon Focus (2nd Weapon)
Level 5: Weapon Training 1, Art of War
Level 6: Bonus Feat, Bravery +4
Level 7: Armor Training 2
Level 8: Bonus Feat, Gr. Weapon Focus (1st Weapon), Weapon Specialization (2nd Weapon)
Level 9: Weapon Training 2
Level 10: Bonus Feat, Stout, Bravery +6
Level 11: Armor Training 3
Level 12: Bonus Feat, Gr. Weapon Spec. (1st Weapon), Gr. Weapon Focus (2nd Weapon)
Level 13: Weapon Training 3
Level 14: Bonus Feat, Greater Bravery
Level 15: Armor Expertise
Level 16: Bonus Feat, Gr. Weapon Spec. (2nd Weapon)
Level 17: Weapon Expertise
Level 18: Bonus Feat, Master of War
Level 19: Armor Master
Level 20: Weapon Master
1 & 4. Weapon Focus and Spec become class abilities rather than feats.
2. Bravery gets a boost.
3. Armor Training 1 no change
5. Weapon Training 1 no change
5. Art of War — The battlefield is a fighter's classroom, he learns from his experience and begins to understand techniques others would take a lifetime to learn. At 5th Level a fighter may ignore any BAB or Fighter Level prerequisite for a feat. This does not exempt him from any other prerequisites.
6. Bravery continues to get its boost.
7. Armor Training 2 — As per usual, with one boost: a Fighter can now rest and ignore temperature related fatigue in Medium Armor.
9. Weapon Training 2—1 change. A fighter who uses ranged weapons can increase their range by 50% (round down). A fighter who uses melee weapons may treat their weapon as a thrown weapon with a range of 50 feet (attacks are resolved based on Dex, Damage is resolved per normal melee)
10. Stout — A fighter's body is hardened by combat and training. He's able to shrug off effects that would cripple a less hardy individual. Whenever a Fighter makes a Fortitude save to halve an effect, they instead ignore it completely.
11. Armor Training 3—As per usual, with one boost: a Fighter can now rest and ignore temperature related fatigue in Heavy Armor.
14. Greater Bravery—a fighter is immune to fear effects, and as a standard action can grant a +2 Bonus to fear saves to a single ally for 1 round/level.
15. Armor Expertise: A fighter takes no ACP in any armor and has no limit on their Dex bonus in armor.
17. A Fighter may add 1.5x STR to 1-handed weapons and 2x STR to 2-handed weapons to weapons they selected in Weapon Training 1.
18. Master of War—A fighter may use any combat feat, including monster feats, if they meat the ability score and have the limb prereqs. Their weapons count as natural weapons if required.
19. no change
20. no change
Tim4488 |
Not sure how I feel about them getting Improved Crit at 5th level. Also, those new class skills are in addition to, not replacing all of the old ones, right? You should include the old class skills as well up there.
I'd reduce the range of throwing melee weapons on Weapon Training 2 to something more like 10 or 20 ft. 50 ft is a bit absurd.
Greater Bravery is a neat idea, but I can't imagine anyone giving up their Standard Action for a +2 bonus on a situational save on that level. Either make it a +6 or +8 and reduce the duration, or keep it as is and make it cost a Move or Swift action, I would say.
I do like some of the other changes, I would say not a bad start, but it needs some tweaking to feel finalized.