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Fighter improvements
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<blockquote data-quote="Al the Absentminded" data-source="post: 3219873" data-attributes="member: 42452"><p>In the Fighter varient I'm tinkering with, Fighters have</p><p></p><p>1) The equivalent of d12 hp (d4-d8 Scratch, d4-d8 Evade, and the best progression in Heart Points and Dying Points)</p><p>2) A base of 2-4 Physical Skill Points, 0-2 Study Skill Points, and 1-2 Awareness Points per level (5 + Int bonus per level)</p><p>3) Enough Skill points to maximize either Intimidate or Leadership, dedicated to Intimidate and Leadership</p><p>4) Either 1.0 BAB progression in all weapon skills or .75 BAB progression with all weapons and 1.25 BAB progression in a narrow selection of weapons (a single weapons group, for example, or a small set of specific regional weapons produced specifically for someone of the FIghter's background).</p><p>5) The ability to trade out Heavy and Medium Armor proficiencies and both Shield Proficiencies at character creation, to be used to purchase feats more appropriate to the character concept.</p><p>6) The ability to switch out the melee weapon proficiencies for a set of weapons appropriate to the background of the character, not to exceed the equivalent of 6 feats worth of weapon proficiencies.</p><p>7) A special adrenaline-powered awareness skill, that is automatically maximized, that is normally only useful during combat or other times of obvious danger.</p><p>8) A Disciplined Development ability that reduces the physical Ability Score requirements for feats by 1 for every 3 Fighter Levels.</p><p>9) Several Fighter Excellency points each level that can be used to purchase various special abilities and feats. This replaces FIghter Bonus feats and normal feats. Feats cost various amounts of Excellency Points.</p><p>10) Fighter Mastery Points become available eventually to allow the purchase of supernatural abilities. A sign that the campaign is going Epic.</p><p></p><p>I'll probably do more work on this once I figure out the best way to shut down D&D's linear progression and replace it with a 'diminishing returns' progression.</p><p></p><p>Anyway, Barbarians are created by taking a 'strong' Fighter package and combining it with a particular 'weak' Green(Instinctive) package. Rangers are created by combining a Strong Fighter package and a different Weak Green(Instinctive) package or a Weak Green(Studied) package, depending on the flavor of Ranger. Paladins combine a Strong Fighter package with a Weak Divine(Instinctive) package.</p><p></p><p>-Albert</p></blockquote><p></p>
[QUOTE="Al the Absentminded, post: 3219873, member: 42452"] In the Fighter varient I'm tinkering with, Fighters have 1) The equivalent of d12 hp (d4-d8 Scratch, d4-d8 Evade, and the best progression in Heart Points and Dying Points) 2) A base of 2-4 Physical Skill Points, 0-2 Study Skill Points, and 1-2 Awareness Points per level (5 + Int bonus per level) 3) Enough Skill points to maximize either Intimidate or Leadership, dedicated to Intimidate and Leadership 4) Either 1.0 BAB progression in all weapon skills or .75 BAB progression with all weapons and 1.25 BAB progression in a narrow selection of weapons (a single weapons group, for example, or a small set of specific regional weapons produced specifically for someone of the FIghter's background). 5) The ability to trade out Heavy and Medium Armor proficiencies and both Shield Proficiencies at character creation, to be used to purchase feats more appropriate to the character concept. 6) The ability to switch out the melee weapon proficiencies for a set of weapons appropriate to the background of the character, not to exceed the equivalent of 6 feats worth of weapon proficiencies. 7) A special adrenaline-powered awareness skill, that is automatically maximized, that is normally only useful during combat or other times of obvious danger. 8) A Disciplined Development ability that reduces the physical Ability Score requirements for feats by 1 for every 3 Fighter Levels. 9) Several Fighter Excellency points each level that can be used to purchase various special abilities and feats. This replaces FIghter Bonus feats and normal feats. Feats cost various amounts of Excellency Points. 10) Fighter Mastery Points become available eventually to allow the purchase of supernatural abilities. A sign that the campaign is going Epic. I'll probably do more work on this once I figure out the best way to shut down D&D's linear progression and replace it with a 'diminishing returns' progression. Anyway, Barbarians are created by taking a 'strong' Fighter package and combining it with a particular 'weak' Green(Instinctive) package. Rangers are created by combining a Strong Fighter package and a different Weak Green(Instinctive) package or a Weak Green(Studied) package, depending on the flavor of Ranger. Paladins combine a Strong Fighter package with a Weak Divine(Instinctive) package. -Albert [/QUOTE]
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