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<blockquote data-quote="Jhoony" data-source="post: 2838940" data-attributes="member: 40535"><p>Is this what you mean? it was posted Afrodyte a while back.</p><p></p><p>Skills</p><p>I tried to think of things that would be useful to all fighters, not just particular fighter concepts. I didn't alter the number of skill points fighters got, but I tried to make the skills they do have a bit more relevant, thus making the possibility of taking cross-class skills a bit less punitive than it would otherwise be. I changed the fighter skill list to: Craft, Handle Animal?, Heal, Intimidate, Knowledge (Dungeoneering, Geography, History, Local, Nobility/Royalty), Listen?, Profession, Ride?, Spot?.</p><p></p><p>Class abilities by level</p><p>1. Bonus feat</p><p>2. Defensive tactics, bonus feat</p><p>3.</p><p>4. Offensive tactics +1</p><p>5. Weapon sense +1</p><p>6.</p><p>7. Bonus feat</p><p>8. Offensive tactics +2</p><p>9. Weapon sense +2</p><p>10. Weapon Mastery (Weapon Focus), bonus feat</p><p>11. Defensive tactics, bonus feat</p><p>12. Offensive tactics +3</p><p>13. Weapon sense +3, bonus feat</p><p>14. Weapon Mastery (Weapon Specialization), bonus feat</p><p>15.</p><p>16. Style feat, offensive tactics +4</p><p>17. Weapon Mastery (Improved Critical), bonus feat</p><p>18. Weapon sense +4</p><p>19. Bonus feat</p><p>20. Defensive tactics, offensive tactics +5</p><p></p><p>Class Features</p><p>Weapon and Armor Proficiencies: As PHB</p><p></p><p>Size-up. When facing an opponent, as a full round action, fighters may make a special Sense Motive check to determine the skill and condition of a single opponent. To do this, make an Intelligence check and add your fighter levels plus your ranks in Sense Motive. With a result of 15, you know how skilled a combatant your opponent is: Novice (BAB +0 to +4), Seasoned (BAB +5 to +9), Veteran (BAB +10 to +14), Master (BAB +15 to +19), or Legend (BAB +20 or higher). With a result of 20, you can determine the condition of your opponent: Hale (more than 3/4 total hit points), Hurt (1/2 to 3/4 total hit points), Wounded (1/4 to 1/2 total hit points), Near Death (less than 1/4 hit points), or Dying (negative hit points). The information gained from Size-up is cumulative. So, a result of 22 will reveal your opponent's condition as well as his skill.</p><p></p><p>Defensive Tactics. At 2nd level, when fighting defensively, fighters only suffer a -2 penalty to attack rolls rather than the standard -4. At 11th level, when fighting defensively, a fighter gains a +6 dodge bonus to AC. At 20th level, an armed fighter never provokes an attack of opportunity for moving into or out of a threatened area or for any standard combat action taken while within a threatened area, unless otherwise indicated below.</p><p></p><p>Offensive Tactics. At 4th level, when a fighter uses the full attack action, she gains a +1 bonus to either her first attack or to all damage rolls that round. This bonus increases by +1 every 4 levels.</p><p></p><p>Weapon Sense. Fighters have a knack for learning how to use new weapons quickly. This is represented by a bonus that decreases the penalty for fighting with unfamiliar weapons. At 5th level, fighters gain a +1 competence bonus to attack rolls when fighting using weapons with which they are not proficient. This bonus increases to +2 at 9th level and +3 at 13th level. By 18th level, fighters effectively have no penalty when using a weapon with which they are not proficient.</p><p></p><p>Weapon Mastery. At 10th level, fighters may use the Weapon Focus feat with any weapon in the group with which the weapn belongs. At 13th level, they may use Weapon Specialization with any weapon in that group. At 17th level, fighters may use Improved Critical with any weapon in the weapon group. In order to use the Weapon Mastery ability, a fighter must have Weapon Focus and Weapon Specialization with at least one weapon in the group with which he wishes to use this ability. The weapon groups are: Bows and Crossbows; Axes and Picks; Clubs, Maces, and Hammers; Thrown Weapons; Light Weapons; Light Blades; Heavy Blades; and Polearms, Staves, and Spears. Weapon Mastery only applies to weapons with which the fighter is proficient.</p><p></p><p>Bonus Feats. As PHB.</p><p></p><p>(Optional) Style Feats. Fighters tend to develop their abilities along a specific method of fighting or area of expertise. These are represented in the styles below. Fighters are not restricted to focusing on one style. Many dabble in at least two styles as a way of developing complementary abilities that can help the party. Of course, those who devote themselves to a single style reap impressive benefits as well. At first level, you choose which style will be your primary style and which will be your secondary style. When you would normally gain a bonus feat, you choose a style feat instead. You may take style feats only from your chosen styles. However, a style does not become fixed until you pick one of the style feats from that style.</p><p></p><p>Freddy Fighter picks Juggernaut as his primary style and Strategist as his secondary style. He picks Power Attack as his first style feat. Since juggernaut is Freddy's primary style, he reduces the Armor Check Penalty of any armor he wears by 1, and he can move at normal speed in medium armor and only reduces his speed by 5 feet in heavy armor. Freddy's 4th level style feat is Improved Power Attack. But, perhaps around 5th level he considers changing his secondary style to fencer. This is perfectly alright, since he hasn't yet picked up any strategist style feats. He used the normal character feats to get Dodge (1st level), Combat Expertise (3rd level), and Weapon Finesse (6th level). However, if he took Crafty as his 4th level style feat, he cannot then pick up fencer style feats.</p></blockquote><p></p>
[QUOTE="Jhoony, post: 2838940, member: 40535"] Is this what you mean? it was posted Afrodyte a while back. Skills I tried to think of things that would be useful to all fighters, not just particular fighter concepts. I didn't alter the number of skill points fighters got, but I tried to make the skills they do have a bit more relevant, thus making the possibility of taking cross-class skills a bit less punitive than it would otherwise be. I changed the fighter skill list to: Craft, Handle Animal?, Heal, Intimidate, Knowledge (Dungeoneering, Geography, History, Local, Nobility/Royalty), Listen?, Profession, Ride?, Spot?. Class abilities by level 1. Bonus feat 2. Defensive tactics, bonus feat 3. 4. Offensive tactics +1 5. Weapon sense +1 6. 7. Bonus feat 8. Offensive tactics +2 9. Weapon sense +2 10. Weapon Mastery (Weapon Focus), bonus feat 11. Defensive tactics, bonus feat 12. Offensive tactics +3 13. Weapon sense +3, bonus feat 14. Weapon Mastery (Weapon Specialization), bonus feat 15. 16. Style feat, offensive tactics +4 17. Weapon Mastery (Improved Critical), bonus feat 18. Weapon sense +4 19. Bonus feat 20. Defensive tactics, offensive tactics +5 Class Features Weapon and Armor Proficiencies: As PHB Size-up. When facing an opponent, as a full round action, fighters may make a special Sense Motive check to determine the skill and condition of a single opponent. To do this, make an Intelligence check and add your fighter levels plus your ranks in Sense Motive. With a result of 15, you know how skilled a combatant your opponent is: Novice (BAB +0 to +4), Seasoned (BAB +5 to +9), Veteran (BAB +10 to +14), Master (BAB +15 to +19), or Legend (BAB +20 or higher). With a result of 20, you can determine the condition of your opponent: Hale (more than 3/4 total hit points), Hurt (1/2 to 3/4 total hit points), Wounded (1/4 to 1/2 total hit points), Near Death (less than 1/4 hit points), or Dying (negative hit points). The information gained from Size-up is cumulative. So, a result of 22 will reveal your opponent's condition as well as his skill. Defensive Tactics. At 2nd level, when fighting defensively, fighters only suffer a -2 penalty to attack rolls rather than the standard -4. At 11th level, when fighting defensively, a fighter gains a +6 dodge bonus to AC. At 20th level, an armed fighter never provokes an attack of opportunity for moving into or out of a threatened area or for any standard combat action taken while within a threatened area, unless otherwise indicated below. Offensive Tactics. At 4th level, when a fighter uses the full attack action, she gains a +1 bonus to either her first attack or to all damage rolls that round. This bonus increases by +1 every 4 levels. Weapon Sense. Fighters have a knack for learning how to use new weapons quickly. This is represented by a bonus that decreases the penalty for fighting with unfamiliar weapons. At 5th level, fighters gain a +1 competence bonus to attack rolls when fighting using weapons with which they are not proficient. This bonus increases to +2 at 9th level and +3 at 13th level. By 18th level, fighters effectively have no penalty when using a weapon with which they are not proficient. Weapon Mastery. At 10th level, fighters may use the Weapon Focus feat with any weapon in the group with which the weapn belongs. At 13th level, they may use Weapon Specialization with any weapon in that group. At 17th level, fighters may use Improved Critical with any weapon in the weapon group. In order to use the Weapon Mastery ability, a fighter must have Weapon Focus and Weapon Specialization with at least one weapon in the group with which he wishes to use this ability. The weapon groups are: Bows and Crossbows; Axes and Picks; Clubs, Maces, and Hammers; Thrown Weapons; Light Weapons; Light Blades; Heavy Blades; and Polearms, Staves, and Spears. Weapon Mastery only applies to weapons with which the fighter is proficient. Bonus Feats. As PHB. (Optional) Style Feats. Fighters tend to develop their abilities along a specific method of fighting or area of expertise. These are represented in the styles below. Fighters are not restricted to focusing on one style. Many dabble in at least two styles as a way of developing complementary abilities that can help the party. Of course, those who devote themselves to a single style reap impressive benefits as well. At first level, you choose which style will be your primary style and which will be your secondary style. When you would normally gain a bonus feat, you choose a style feat instead. You may take style feats only from your chosen styles. However, a style does not become fixed until you pick one of the style feats from that style. Freddy Fighter picks Juggernaut as his primary style and Strategist as his secondary style. He picks Power Attack as his first style feat. Since juggernaut is Freddy's primary style, he reduces the Armor Check Penalty of any armor he wears by 1, and he can move at normal speed in medium armor and only reduces his speed by 5 feet in heavy armor. Freddy's 4th level style feat is Improved Power Attack. But, perhaps around 5th level he considers changing his secondary style to fencer. This is perfectly alright, since he hasn't yet picked up any strategist style feats. He used the normal character feats to get Dodge (1st level), Combat Expertise (3rd level), and Weapon Finesse (6th level). However, if he took Crafty as his 4th level style feat, he cannot then pick up fencer style feats. [/QUOTE]
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