• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

A (very slightly) modified fighter

Gez

First Post
The fighter is a good class, but a bland class. Part of 3.5's aim was to give more reasons to continue progressing in a given class, rather than using it as a front-loaded shortcut toward a prestige class. This can be seen for the paladin, the ranger or the bard (bardic music styles being keyed to level rather than simply to level, for example).

But not the fighter. Sure, the class is powerful enough already, but just, well, bland. There's nothing at high level that the fighter, and only the fighter, can get eventually. Sure, he'll have more feats than what one may get with most prestige classes, but feats are feats are feats. There's other way to get them.

So, as the fighter gets at level 4 the possibility to take a feat (nearly) only him can take; I had the idea of giving him more unique feats. And these feats, I ripped them from the stunts of the Exotic Weapon Master from the Complete Warrior, as overviewed here, and then added a few more.

I advise not to use this prestige class if adopting this variant fighter. Heck, I would advise not using it altogether. Conceptually, it don't make too much sense.

FIGHTER
Alignment: Any.
Hit Die: d10.

Class Skills
The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.

Code:
Table: The Fighter
	Base 
	Attack	Fort	Ref	Will 
Level	Bonus	Save	Save	Save	Special
App	+0	+2	+0	+0	Bonus feat
1st	+1	+2	+0	+0
2nd	+2	+3	+0	+0	Bonus feat
3rd	+3	+3	+1	+1	
4th	+4	+4	+1	+1	Bonus feat, qualify for 
					weapon specialization
5th	+5	+4	+1	+1	
6th	+6*	+5	+2	+2	Bonus feat
7th	+7	+5	+2	+2	
8th	+8	+6	+2	+2	Bonus feat OR special stunt
9th	+9	+6	+3	+3	
10th	+10	+7	+3	+3	Bonus feat
11th	+11*	+7	+3	+3	
12th	+12	+8	+4	+4	Bonus feat OR special stunt
13th	+13	+8	+4	+4	
14th	+14	+9	+4	+4	Bonus feat
15th	+15	+9	+5	+5	
16th	+16*	+10	+5	+5	Bonus feat OR special stunt
17th	+17	+10	+5	+5	
18th	+18	+11	+6	+6	Bonus feat
19th	+19	+11	+6	+6	
20th	+20	+12	+6	+6	Bonus feat OR special stunt

*: Gets a new iterative attack at this BAB value.



Class Features
All of the following are class features of the fighter.
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Bonus Feats (Ex): A fighter starts with a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and, if appropriate, the race-granted bonus feat.
The fighter gains an additional bonus feat at every even fighter level (2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.

Weapon Specialization (Ex): A fourth-level fighter may select Weapon Specialization as a regular feat or as a bonus fighter feat.

Special Stunt (Ex): At eighth level, and every four fighter levels thereafter, a figther may learn a special stunt instead of taking a bonus feat. Special stunts are maneuvers he may only perform with a weapon or weapons he is specialized (with Weapon Specialization) in.

  • Close-Quarters Ranged Combat: The fighter doesn't provoke an attack of opportunity for attacking with a ranged weapon.
  • Flurry of Strikes: The fighter can make an additional attack at his best attack bonus during a full attack with a melee weapon, at the cost of a -2 penalty on all attacks.
  • Graceful Combat: If the fighter has Weapon Finesse, he can use it with one-handed weapons, as well as the usual (light weapons, rapier, whip, and spiked chain of appropriate size).
  • Great Sunder: The fighter gains an extra +4 of damage on sunder attacks with a melee weapon.
  • Ranged Disarm: The fighter may make a disarm attempt with a ranged weapon. The weapon is considered light for purpose of the opposed check.
  • Show Off: As a move-equivalent action, the fighter can perform a display of martial mastery with a melee weapon. This count as a demoralize opponent Intimidate attempt against a foe within 30 feet. If the fighter wins the opposed check, the foe is shaken for 1 round per four fighter levels.
  • Sneak Attack: The fighter gains +1d6 damage when making a sneak attack. A fighter can select this stunt several times, each time addition one additional sneak attack damage die.
  • Stunning Blow: The fighter may make a stunning attack with a melee weapon once per day per four fighter levels. He must declare he is using this stunt before making the attack roll. If he hits, his target must make a Fortitude saving throw (DC 10 + half the fighter's HD + the fighter's Wisdom modifier) in addition to taking damage normally. If the target fails the save, it is stunned for 1 round.
    A fighter may select this stunt more than once. The number of uses of stunning blow he may make stacks.
  • Surprising Strike: The fighter's capacity to make attacks of opportunity is not hampered by less-than-total cover.
  • Throw Weapon: The fighter may throw a melee weapon without special penalty. The weapon is considered to have a range increment of 10 feet.
  • Trip Attack: The fighter may make a trip attack with a melee weapon with a +2 bonus. As a free action, he can drop the weapon to avoid the counter-trip attempt. This stacks with Improved Trip.
  • Twin Weapon: The fighter is considered to have Two-Weapon Fighting when using two identical melee weapons. If he already has Two-Weapon Fighting, the penalties are reduced by 2.
  • Uncanny Blows: The fighter can pack more strength in a blow with a one-handed weapon, by wielding it two-handed. The Strength bonus to damage is doubled.
  • Weapon Defense: The fighter gains a +1 shield bonus to his Armor Class when wielding a melee weapon. This don't stack with the use of a shield or with Two-Weapon Defense.
  • Weapon Mastery: The fighter gains a +1 bonus to attack and a +1 bonus to damage with his specialized weapons. This stacks with the bonus from the feats from the Weapon Focus and Weapon Specialization feat trees.
  • Weapon Parry: The fighter may ready a special attack action with a melee weapon, to parry a melee attack from an opponent in a threatened square. If that opponent attacks him, the fighter makes an opposed attack roll; if the fighter wins, the opponent's attack miss. Readying an action is a standard action.

Again, I stress that these stunts can only be performed with weapons the fighter is specialized in. This will limit the uses of them with usually one weapon, sometimes two or three. At max, a 20th-level human fighter could have 8 Weapon Focus, 8 Weapon Specialization, and 3 stunts; or 7 WF, 7 WS, 4 stunt and one regular feat.


Recycle-bin:
  • Heavy Weapon: The fighter can be considered one size category larger for purpose of wielding weapons.
 
Last edited:

log in or register to remove this ad


Me like. I'll have to look over the special abilities in detail to see if anything looks really abusable, but nothing strikes me that way right now.

Small suggestion: Add Profession on the skill list. It's weird that the fighter (and the barbarian) is apparently so focused on fighting that he cannot have a job, whereas everyone else has enough free time to do so.
 


I love this idea, I think it's wonderful. My only question is this: should the stunt's replace some of the bonus feats? I don't it would make the Fighter overpowerful if they were kept, but it might throw them off-balance a bit. I'd be tempted to remove the bonus feats from the levels a fighter gains special stunts.

Other than that, well done.
 



shilsen said:
Me like. I'll have to look over the special abilities in detail to see if anything looks really abusable, but nothing strikes me that way right now.

If anyone has any balance concern, please, issue feedback.

shilsen said:
Small suggestion: Add Profession on the skill list. It's weird that the fighter (and the barbarian) is apparently so focused on fighting that he cannot have a job, whereas everyone else has enough free time to do so.

True. I copy/pasted from the SRD the class, and then modified it. The only modification I made was for this "stunt" mechanism; but I also think every class should get access to Craft and Profession skills.

las said:
What about the greater weapon focus and greater weapon specialization?

Aren't those feats in the feat section? If so, the fighter can still take them whenever he gets a bonus or regular feat. If you mean that I could remove them and replace them with stunts, well, probably. But there are a few other classes that gets Weapon Specialization (like the Psychic Warrior) and they would be deprived of these choices if I turned GWF and GWS into stunts.

Note also the existence of Weapon Mastery that is like GWS.

GoodKingJayIII said:
I love this idea, I think it's wonderful. My only question is this: should the stunt's replace some of the bonus feats? I don't it would make the Fighter overpowerful if they were kept, but it might throw them off-balance a bit. I'd be tempted to remove the bonus feats from the levels a fighter gains special stunts.

"At eighth level, and every four fighter levels thereafter, a figther may learn a special stunt instead of taking a bonus feat."

A fighter may select a stunt, or a feat -- not both.

Stunts can only be made with weapon the fighter is already specialized with.

If I replaced these feats by stunts, and allowed the fighter to get a stunt that is a feat; then nitpicking would say he gets to use this feat only with his specialized weapon(s). For example, an archer that takes precise shot at level 8 with a stunt would be denied the benefit of this feat when using a crossbow. This would be replacing a strength by a weakness, that's why I decided to keep the things the other way -- a feat, or a stunt; rather than a stunt that may be a feat. I hope this isn't worded in a too confusing way.


Carnifex said:
Well, I think I've just found my new alt fighter to be using...

GoodKingJayIII said:
Other than that, well done.

Yair said:
Copy. Paste.
Thanks :)

DonAdam said:
This is really first class work. Bravo.

:) Thanks everyone!
 

In the progression table, I'd suggest changing "Bonus Feat, Stunt" to "Stunt" or "Stunt or Bonus Feat".

Regarding GWSpecialization, I thought that was the point that was being made - the Weapon Mastery duplicates it, and doesn't require GWFocus. Therefore it seems a bit unbalanced.

This seems very good but also is a lot to take in. How, for instance, does Flurry of Strikes work with two-weapon fighting? Does it only apply to the main weapon, or to the off-hand weapon as well? (It could be used with a two-handed weapon. That's pretty scary!)

I'm not sure that I like the idea of Heavy Weapon or giving fighters Sneak Attack, but that's just my personal taste.
 
Last edited:

Only one real balance concern: none of these are over-powerful, but a few are significantly better than others. You might attach a "minimum level" to a few of them.
 

Into the Woods

Remove ads

Top