My Fighter Fix


Homebrew and House Rules


This is my version of the fighter class. I made it not only to give the fighter a slight power boost, but also a flavor boost. Its only been played in one game so far and we're only at level 3, so I don't have a lot of play-test feedback yet, but feel free to dissect it and tell me what you think.

Just note a couple of things:
1) I use the consolidated skill system from unchained (with a couple of homebrew skills added).
2) I use the advantage mechanic from 5e (if you have advantage on a roll, you roll twice and keep the highest result; if you have disadvantage on a roll, you roll twice and keep the lowest result).
3) Advanced armor/weapon training are baked into the class, however, I changed, removed, or added new abilities as I thought neccessary to fit my campaign, and there's too many to list here.
4) due to formatting issues, I'm not including the whole class write-up, only the parts that I've changed dramatically, and my new class features.

Spoiler:
HD, BAB, and Saves: no changes.
Class Skills: The fighter’s class skills are Acrobatics (Dex), Athletics (Str), Craft (Int), Husbandry (Cha), Profession (Wis), Survival (Wis), and Warcraft (Int).
Skill Ranks Per Level: 4 + 1/2 Int modifier.

Lvl Special
1 Weapon Training, Martial Calling
2 Bonus Feat, Battlefield Politics +1
3 Armor Training
4 Bonus Feat
5 Weapon Training (or Advanced weapon training)
6 Bonus Feat, Battlefield Politics +2
7 Armor Training (or advanced armor training)
8 Bonus Feat
9 Weapon Training
10 Bonus Feat, Battlefield Politics +3
11 Armor Training
12 Bonus Feat
13 Weapon Training
14 Bonus Feat, Battlefield Politics +4
15 Armor Training
16 Bonus Feat
17 Weapon Training
18 Bonus Feat, Battlefield Politics +5
19 Armor Mastery
20 Bonus Feat, Weapon Mastery

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). In addition, he is proficient with all exotic weapons listed under his chosen weapon training categories.

Bonus Feats: At 2nd level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Teamwork Feats, or Combat Feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Battlefield Politics (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear, Influence checks to feint in combat, Influence checks to demoralize an opponent, and Perception checks to sense motives. This bonus increases by +1 for every four levels beyond 2nd.

Weapon Training (Ex): Starting at 1st level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (5th*, 9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. (For example, when a fighter reaches 5th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 1st level).
Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm steal and sunder attempts made against weapons from this group.
In addition, any feat the fighter selects that normally applies to a single weapon (such as weapon focus or improved critical) apply to all weapons in the chosen group. If a weapon belongs to more than one group, the fighter must designate which group he is applying this effect to when he selects the feat. Also see advanced weapons training below.

Martial Calling (Ex): Beginning at 1st level the fighter must choose one of the following martial callings to follow: Assembly, Logistics, Munitions, or Tactics. Each choice offers a couple of bonus feats as well as a special ability gained at 1st, 7th, 13th, and 19th level.

Assembly: these are the artisans and craftsmen who make and repair the armaments that keep the wheels of war spinning. Their keen eye for detail also allows them to develop an insight into when something is visually out of place.

Bonus Feats: choose skill focus in 2 of the following: craft (armor, bowyer, weapons, or siege engines), knowledge (engineering), or profession (architect, engineer, or soldier).

Architect's Insight: At 1st level. Perception becomes a class skill. In addition, you gain advantage on perception checks to notice secret or hidden doors, mundane traps, and unusual stonework. This ability stacks with any similar ability such as trapfinding or stoncunning. If you gain 2 instances of advantage on the same check, you roll 3 times and keep the highest result of the 3.

Advanced Craftsmanship: At 7th level, you gain your choice of the master weaponsmith advanced weapon training ability or the master armorer advanced armor training ability as a free bonus ability.

Craftsman's Insight: At 13th level, you gain the Artificer's Touch (Sp): domain power, treating your fighter level as your effective cleric level. In addition, you add 1/2 your fighter level as a competence bonus to the 2 skills you chose skill focus feats for at 1st level.

Mystic Architecture: At 19th level, your ability to notice when things are out of place extends to magical "misalignments". You gain advantage on saving throws vs Illusions and all Perception checks (not just the ones listed in your architect's insight class feature). A number of times per day equal to your WIS modifier (minimum 1) as a swift action, you may grant this ability to all adjacent allies for 1 minute.

Logistics: Logictics is the study of movement and how it affects both individual combatants and entire armies. Fighters with this calling are masters at knowing the best way to get from point A to point B with the least amount of effort or resistance.

Bonus Feats: you gain nimble moves and either fleet or run (choose one) as bonus feats.

Pick up the Pace: At 1st level, The distance you travel when using local movement or overland movement is increased by +25%. In addition, any CON checks required for making a forced march recieve a +4 bonus. You may take a full-round action to grant this ability to a number of allies within 100' equal to your level +WIS modifier for 24 hours. At 7th, 13th, and 19th level the number of allies you can affect with this ability doubles, and the distance increases by an additional +25%.

Close Combat Manuvering: At 7th level, , you gain your choice of the fighter's reflexes advanced weapon training ability or the armored finesse advanced armor training ability as a free bonus ability.

Charging Logistics: At 13th level, when the fighter takes a charge action, he may make a full attack at the end of that charge; and when he takes a withdraw action, he may make a single attack at any point during his movement. x1/day as part of a charge or withdraw action, the fighter may grant this ability to all adjacent allies for 1 round. At 19th level, he may do this x2/day.

Nimble Swarm: At 19th level, your nimble moves, fleet and run feats gain the teamwork type. In addition, as a standard action, a number of times per day equal to your DEX modifier (minimum 1) you can grant those feats to all allies within 60' for 3 rounds.

Munitions: Munitions experts are masters at maximizing damage potential. Whether by increasing the accuracy and damage dealt by weapons; assisting allies in dealing more damage; or even finding weapons when none are normally available.

Bonus Feats: you gain catch off guard and weapon focus as bonus feats.

Battlefield Scrounging: When you or an adjacent ally use the aid another action in combat, the bonus is increased by your highest weapon training bonus. In addition, at 1st level: x1/day you may spend 1 minute to search a freshly vanquished foe, or the area of a recent battle (no more than 3 rounds ago) to find 1d4 arrows, bolts or sling bullets. At 7th level you may use this ability x2/day as a full round action, and the result increases to 1d6. At 13th level you may use this ability x3/day as a standard action, and the result increases to 2d4. At 19th level you may use this ability x4/day as a move action, and the result increases to 2d6.

Unlocked Potential: At 7th level, you gain your choice of the focused weapon advanced weapon training ability or the trained throw advanced weapon training ability as a free bonus ability.

Penetrating Weapons: At 13th level: all weapons you have chosen for weapon training groups are always treated as adamantine, cold iron, magical, and silver for purposes of overcoming hardness and DR. In addition, you gain penetrating strike as a bonus feat.

Penetrating Swarm: At 19th level: as a swift action, you may grant your penetrating weapons ability (affects any weapon they wield during this time) to all allies within 30' for 1 minute. This ability can be used a number of times per day equal to your INT modifier (minimum x1/day).

Tactics: Tacticians are masters of planning and communication. They are the ones who not only concieve a battle plan and communicate it to their allies, but also the ones most likely to notice when something goes awry and make adjustments accordingly.

Bonus Feats: gain skill focus (influence) and any 1 teamwork feat as bonus feats. You must meet the prerequisites of the chosen teamwork feat.

Advanced Planning: At 1st level, Influence becomes a class skill. In addition, x1/day as a free action upon entering combat, you may grant all allies within 15' (but not yourself) advantage on their 1st initiative check that round. At 7th, 13th, and 19th level, this ability is usable an additional x1/day and the range limit increases by +15'.

Tactical Training: At 7th level, you gain your choice of the fighter's tactics advanced weapon training ability or the armored confidence advanced armor training ability as a free bonus ability.

Leader of Men: At 13th level, you gain a bonus teamwork feat that you meet the prerequisites for. In addition, when you activate your advanced planning ability, each affected ally gains a bonus move action on that round that can only be used to move.

Leader of Armies: At 19th level, as a full-round action action, you can grant all allies within line of sight that can see or hear you advantage on all attack rolls, saving throws, and skill checks they make until the start of your next turn. You can use this ability a number of times each day equal to your CHA modifier (minimum 1), but no more than once per encounter. This ability can affect a total number of allies equal to twice your fighter level.

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the time to don, hastily don, and remove any armor he wears by 1/2 normal. In addition, he chooses 2 specific types of armor (leather, breastplate, platemail, etc) and reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), he chooses another type of armor to gain this bonus, and these bonuses increase by +1 for all previously chosen types. Also see advanced armor training below.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Armor Mastery (Ex): At 19th level, a fighter gains Damage Reduction 5/— whenever he is wearing armor or using a shield. Any armor or shield he wears has it's hardness increased by his highest armor training bonus, and it's hitpoints increased by twice that amount. In addition, his armor training bonus increases by 1 (or he gains an additional advanced armor training option).

Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon group that he has at least a +1 weapon training bonus with. Any attacks made with weapons associated with that group automatically confirm all critical threats, and have their critical damage multiplier increased by 1 (to a maximum of x5). In addition, the fighters weapon training bonus increases by 1 (or he gains an additional advanced weapon training option).


bump


I guess I'll try to say SOMETHING about it..
1: I don't know what Influence as a skills is, I mean it's probably simple to equate to bluff for the other things but I'd recommend keeping the original wording.
2: I'm not quite sure what to think of the Calling, just because I'd question how EVERY FIGHTER is going to fit into the archetypes of a craftsman, maneuvering master, leaders, or 'munitions'.


To fix the Fighter, all you have to is add Acrobatics, Diplomacy, Knowledge (the big five for identifying enemies), Perception, and Sense Motive to his skills, give him 4+Int skills per level. And say that he is always treated as having Int 13, Dex 13, and Str 13 for all prerequisite purposes.

His armor and weapons training, as well as all the feats, and a whole host of archetypes should adequately cover everything else.


VoodistMonk wrote:

To fix the Fighter, all you have to is add Acrobatics, Diplomacy, Knowledge (the big five for identifying enemies), Perception, and Sense Motive to his skills, give him 4+Int skills per level. And say that he is always treated as having Int 13, Dex 13, and Str 13 for all prerequisite purposes.

His armor and weapons training, as well as all the feats, and a whole host of archetypes should adequately cover everything else.

Admittedly I preferred something that was slightly more extreme as a fix, though I do feel that you're right.

For what I mean when I say I prefer something a bit more extreme, I'd take some inspiration from Kirthfinder in terms of how fighter is buffed.

My points of interest about mentioning the KF Fighter
1: it does literally everything that Monk wrote except it scaled to Half your fighter level as a bonus for prerequisite involving attribute scores.

2: it gives unique Bonus Talents that range from giving the fighter a higher hit die to Spell resistance to natural armor and more. it'd be a bit long to list all of the particulars but generally the idea of "Fighter Talents" is what I'm getting at.

2.5: These and many other classes in KF give abilities that ease multi-classing, allowing you to gain partial progression with the unique powers of one class with another.

Caveat: Admittedly regarding 2 and 2.5 a part of this is because KF abolished Archetypes, as well as consolidating the Cavalier's traits into fighter, so maybe I'm wrong about saying this is the way to handle it.

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