What DO you DO for... Fighters?

Obergnom

First Post
Stance Fighter Variant

Remove: Fighter Bonus Feats
Get: Combat Stance, Stance Feats, Quick Stance

Combat Stance: At Level 1, a Fighter starts out with one "Stance". Stances are sets of Feats, and a Fighter can have only one Stance active at any one time. Changing between Stances is a Standard Action. At Level 5, 10, 15 and 20 a Fighter gains a new Stance. The feats in a new stance must be picked as if it was his first stance. (He has to have one feat he could have picked up at 1st level, one he could pick up at 2nd etc.) He has not to keep track when exactly he picked up his general feats, though. A fighter is encouraged to name his stances.

Stance Feat: Each time you get a Stance Feat you may pick a bonus feat for each of your stances. When you gain such a Feat, you get to pick different Feats for each stance (or the same one, if you choose). You have to pick these Feats from the Fighter Bonus Feat list. Feats in one Stance can not be used to qualify for feats in another stance. If you pick up a general feat that uses feats from one of your stances as a requirement, you loose its benefit if you change to a different stance. If you want to qualify for a prestige class, you must be able to meet all of its requirements at once, and if you change into a stance that makes you loose the requirements, you loose the Classes benefits as long as you do not
change to your previous stance.

Quick Stance: At 7th Level, you get the ability to change stances as a move action. At 13th level you can do so as a swift equivalent action, and at 19th level as an immediate action.


Code:
Stance Fighter progression chart:

L 1: 1st Stance Feat, Combat Stance (1st Stance) 
L 2: 2nd Stance Feat 
L 3: 
L 4: 3rd Stance Feat 
L 5: Combat Stance (2nd Stance) 
L 6: 4th Stance Feat 
L 7: Quick Stance (Move Action) 
L 8: 5th Stance Feat 
L 9: 
L 10: 6th Stance Feat, Combat Stance (3rd Stance) 
L 11: 
L 12: 7th Stance Feat 
L 13: Quick Stance (Swift Action) 
L 14: 8th Stance Feat 
L 15: Combat Stance (4th Stance) 
L 16: 9th Stance Feat 
L 17: 
L 18: 10th Stance Feat 
L 19: Quick Stance (Immediate Action) 
L 20: 11th Stance Feat, Combat Stance (5th Stance)

Example: A 6th Level Fighter could have, say Iron Will, Great Fortitude and Lightning Reflexes as generall feats (1,3,6) and a Sword&Board stance consisting of Shield Spec, Shield Ward, Agile Shield Fighting, Shield Bash (1,2,4,6) and a Great Sword Damage Stance consisting of Power Attack, Cleave, Weapon Focus and Weapon Spec.


I picked this idea up at the forums at Giant in the Playground, but honestly have no idea who came up with this. It is modified though.

We are use this variant for some time know, and my players are loving it. Allthough it make building a fighter more complicated, as you have to choose between building a regular fighter and using the stances for extras only (Mounted Combat, Ranged Combat, Grapple) or built a fighter that actually uses different stances in a single battle.

The idea behind this variant is, it does not make the fighter more powerfull at one time (not until the high levels, when changing as swift action is possible) but it makes him the ultimate warrior, able to use several fighting styles.
 

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messy

Explorer
at every even-numbered fighter level, choose a bonus feat.

at every odd-numbered fighter level, choose a fighter training (+1 to initiative, dodge, reflex saves, or will saves; each can be chosen multiple times, stacking).

add heal, senses, and tumble as class skills.

messy :cool:
 

Flynn

First Post
Inspired by this thread, here's something I put together that I would like input on.

Thank you in advance,
Flynn

* * * * *

Fighter

The Fighter prefers direct solutions to problems. If a matter can’t be resolved quickly and effectively, then the Fighter often pursues a straight-forward physical resolution. Physically oriented, the Fighter traditionally enjoys combat, hard labor and physical exertion.

Hit Die: d10 (10 + Con modifier at first character level; 6 + Con modifier at second character level and later.)
Starting Skills/Ranks Per Level: 5 + Int modifier (or 4 + Int modifier if non-human). {As an aside: In my game, skill lists are based on background, not class.}

Starting Features
In addition to the two feats all characters get at 1st character level (one feat if non-human), a Fighter begins play with four (4) Weapon Group Proficiency feats, Armor Proficiency (light, medium and heavy), Shield Proficiency and one Fighter bonus feat.

Note On Multiclassing: A character that chooses Fighter as a multiclass after first character level does not receive these starting features.

Special Abilities
The Fighter has the following special abilities:

War Talents: At first class level and every odd class level, the Fighter gains a war talent. This talent must be selected from those listed below. If a war talent has prerequisites, the Fighter must meet them before selecting the war talent. Some war talents may be selected more than once, as per the individual war talent description.

* Advanced Weapon Training: The Fighter may use weapons with which he is not proficient at a -2 penalty on attack rolls (instead of the usual -4).

* Armored Mobility: The Fighter treats any heavy armor he wears as medium and medium armor as light for purposes of determining his speed and running capabilities. This does not stack with abilities of mithral armor or any other similar effects. Prerequisite: 11th level Fighter.

* Bodyguard: If the Fighter is within 5 ft. of any ally who takes damage from an attack, he may spend an action point at the time of the attack to switch positions with the ally and take all the damage and any associated effects instead.

* Bravery: The Fighter gains a +2 competence bonus on all saving throws against fear effects. This war talent may be taken multiple times, and its benefits stack.

* Canny Dodge: The Fighter gains a +1 dodge bonus to AC. This war talent may be taken up to five times, and its benefits stack.

* Extreme Effort: The Fighter can push himself to make an extreme effort related either to a Strength check (such as forcing a door or bending the bars of a jail cell) or a Strength-based skill check. The Fighter must decide to use this ability before making the check. The effort requires a full-round action and provides a +2 bonus on the check. This war talent may be taken multiple times, and its benefits stack.

* Heightened Reflexes: The Fighter gains a +1 competence bonus on Reflex saves. This war talent may be taken multiple times, and its benefits stack.

* Heightened Willpower: The Fighter gains a +1 competence bonus on Will saves. This war talent may be taken multiple times, and its benefits stack.

* Ignore Hardness: The Fighter can ignore 2 points of an object’s hardness when making a melee attack to break it. This war talent may be taken multiple times, and its benefits stack.

* Improved Carrying Capacity: The Fighter may treat his Strength ability score as if it were two points higher only for the purposes of improving his carrying capacity. This war talent may be taken multiple times, and its benefits stack.

* Improved Reactions: The Fighter gains a +2 competence bonus on initiative. This war talent may be taken multiple times, and its benefits stack.

* Magicbane: The Fighter gains a +2 competence bonus on saving throws against spells and spell-like effects.

* Men-At-Arms: The Fighter can raise a group of fighting men (and women) from the surrounding area. To do so, the Fighter must spend 2d4 days doing nothing but spreading the word in the local region and rallying interest. On the morning following his efforts, the Fighter will have gathered together a fighting force of an Encounter Level (EL) equal to his Fighter class level plus his Charisma bonus. The Fighter is responsible for food and supplies for these men, and they will follow him so long as they are treated well. Prerequisite: 7th level Fighter.

* Mettle: If the Fighter is exposed to any effect that would normally allow him to attempt a Fortitude saving throw for partial damage or effect, he suffers no damage or effect if he makes a successful Fortitude saving throw. Mettle cannot be used while unconscious or sleeping. Prerequisite: 5th level Fighter.

* Melee Smash: The Fighter receives a +1 bonus on melee damage. This war talent may be taken multiple times, and its benefits stack.

* Shield Guardian: If the Fighter is within 5 ft. of any ally, he may spend an action point at any time to grant his ally a shield bonus to AC equal to one the Fighter possesses, until the beginning of the Fighter's next turn. This bonus stacks with any shield bonus the ally might have.

Bonus Feats: At second class level and every even class level, the Fighter gains a bonus feat. This feat must be selected from those core feats labeled as (Fighter), and the Fighter must meet any prerequisites.

Restrictions
None.

Table: The Fighter
Code:
Level	BAB	Fort	Ref	Will	Special		DEF
1st	+1	+2	+0	+0	War Talent	+1
2nd	+2	+3	+0	+0	Bonus Feat	+2
3rd	+3	+3	+1	+1	War Talent	+2
4th	+4	+4	+1	+1	Bonus Feat	+3
5th	+5	+4	+1	+1	War Talent	+3
6th	+6	+5	+2	+2	Bonus Feat	+3
7th	+7	+5	+2	+2	War Talent	+4
8th	+8	+6	+2	+2	Bonus Feat	+4
9th	+9	+6	+3	+3	War Talent	+5
10th	+10	+7	+3	+3	Bonus Feat	+5
11th	+11	+7	+3	+3	War Talent	+5
12th	+12	+8	+4	+4	Bonus Feat	+6
13th	+13	+8	+4	+4	War Talent	+6
14th	+14	+9	+4	+4	Bonus Feat	+7
15th	+15	+9	+5	+5	War Talent	+7
16th	+16	+10	+5	+5	Bonus Feat	+7
17th	+17	+10	+5	+5	War Talent	+8
18th	+18	+11	+6	+6	Bonus Feat	+8
19th	+19	+11	+6	+6	War Talent	+9
20th	+20	+12	+6	+6	Bonus Feat	+9
 
Last edited:

XCorvis

First Post
Flynn said:
Inspired by this thread, here's something I put together that I would like input on.

Thank you in advance,
Flynn

Flynn, this thread is really more of a "tell us what you do" type of thing. If you want folks to critique your fighter you should probably start up a new thread for it.
 

Flynn

First Post
XCorvis said:
Flynn, this thread is really more of a "tell us what you do" type of thing. If you want folks to critique your fighter you should probably start up a new thread for it.

I can do that. :) Eventually, this (or something like it) will be what I do, but perhaps I'm getting ahead of myself here.

Thanks,
Flynn
 

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