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Striker Fighter

I've kind of missed the concept of a Fighter built as a damage dealer. While I embrace the end result of what the Fighter has become in 4E, I think the concept of a heavily armored melee weapon Striker is something missing from 4E. I think the Fighter class can manage this with only a few tweaks. Here goes:

A Striker needs three things. It needs a damage boost, it needs something to make it mobile(mobility is key to focus fire, and Strikers are the cornerstone of focus fire), and something to make the Striker unique from other Strikers. That is the goal of this houserule.

First off, I'm keeping the Fighter class mostly intact. We'll use the Fighter powers, and the base chassis, armor, heavy shields, weapons, hp and surges will all stay intact. They'll stay intact because I don't see any overriding need to change them. CharOp has shown us that the Fighter class as written is a fairly effective damage dealer, and all we need is a few bits to take it to Strikerdom. Also, the armor, shield, and hp/surges will actually be used.

The Striker Fighter build is based on replacing all three class features. As this is meant to change the Fighter's role, this is a package deal, and not for individual swapping.

1. Duelist's Challenge(replaces Combat Challenge)--As a minor action, the Fighter can mark an adjacent enemy until the end of the encounter or until the Fighter marks another enemy. In addition, once per turn if a marked enemy moves away from the Fighter, the Fighter can as a free action move its speed closer to the marked enemy.

2. Combat Mobility(replaces Combat Superiority)--When the Fighter adjacent to an enemy uses a move action to shift, it shifts one additional square.

3. Duelist's Weapon Talent--The Fighter gets +1 to attack rolls and +3 to damage when attacking marked targets or while charging. The bonus to damage increases to +6 at paragon, and +9 at Epic.


These changes accomplish the three aspects of the Striker. The unique aspect of this Striker is that it marks enemies like a Defender, but with a very weak mark with no consequences for attacking allies. Still, its -2 to attack rolls, and this character will take some hits(which is why I feel that leaving the base defenses of the Fighter in place is the right choice). Mobility is accomplished by the ability to chase marked enemies who move away, and the ability to shift further when engaged in close melee. Both of these mobility features are well in line with the Fighter concept. The extra damage works in concert with the mark, and is a little small compared to other Strikers. I felt it necessary to extend it to charges, as this sort of character should have the ability to charge and not lose its Striker damage(it can only mark adjacent enemies as a minor action, which is difficult to do with charging).

Combined with the Fighter classes' powers and feats, I think this is a fine Striker.
 
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This looks pretty good.

The Fighter already does awesome damage, so the lower damage bonus should still be good.

As an armored striker, it makes kind of sense that the Striker Fighter has more close-in mobility than far mobility. They can charge, but that has a hard time getting past others.

One issue I see is that they can't mark after a charge - which lets the target of their charge get away from them. Maybe they should auto-mark a target they charge?
 

This looks pretty good.

The Fighter already does awesome damage, so the lower damage bonus should still be good.

As an armored striker, it makes kind of sense that the Striker Fighter has more close-in mobility than far mobility. They can charge, but that has a hard time getting past others.

One issue I see is that they can't mark after a charge - which lets the target of their charge get away from them. Maybe they should auto-mark a target they charge?

They really aren't meant to be chargers, not full time. As you say above, the Fighter is about getting in close and duking it out. The damage boost being extended to charge is to enable charge without sacrificing everything. I don't think the loss of marking on a charge is too big a deal. If they have already marked the target, it sticks, and if you charge something and it escapes, you can always simply charge it again.
 

I may be a bit confused here.. but you posit that you miss the heavily armored damage dealer, profess that the CharOp folks can use the Fighter as written to deal some pretty significant damage, then recommend making some changes that would stack with the CharOp builds while still leaving a distince defender flavour {in the way of AC, hit points, marking, and many of the fighter powers}?

I think the end result would be a striker flavoured defender that does a good job of isolating one bad-guy at a time. Why play a weakling striker with its low AC, low HPs, when you could play this guy?



I would recommend using armor proficiencies to put a striker into heavy armor rather than trying to alter the core of a solid defender class. Honestly I think it would be easier to draw up an entirely new class from scratch than tweaking the fighter class!
 

You gave them a new marking mechanic, and a free move action to replace combat challenge attacks (I would suggest an immediate reaction instead), but balanced.
You gave them bonus shift speed instead of +Wis to opportunity attacks and movement stopping (balanced).
You gave them +1 to charges and marked targets instead of specific weapon types (balanced, probably better than old fighters).

You gave them a striker mechanic (+3 damage, on par with rangers, warlocks, barbarians) without taking anything away that I can see. This seems unbalanced.

Like whats his face said, you basically have a striker with defender HP/defense at no extra charge.
 

A striker needs 2 things
1. damage. Fighters have this in spades if you make some sensible decisions. They are definately competitive with other strikers: on charop they're pretty much middle of the striker pack, with only cheesy rules-abuse builds being above them.

2. mobility. fighters have no real issues with mobility: if you're not playing the party tank, then you can use your high defenses and huge hitpoint total to just soak opportunity attacks and walk past foes. They're far more mobile than most strikers, who typically have to be very careful where they end their move.

It's uniqueness is the fact that at any time it can choose to be a defender, and NOTHING about focussing on damage harms that ability.

Fighters are powerful, bordering on overpowered. There isn't any need to add more to them.
 

While the fighter can certainly be an effective combatant as is, I think that it would be a good idea to tweak things a bit more than you have. High Durability is a key feature of defenders, and to that end I would suggest knocking the HP and Healing Surge values down to something between the present implementation of Fighter and the Ranger. I would also suggest replacing the Mark ability with a different mechanic / effect.

Each striker has some feature that allows it an easier time of dealing damage.

Rogue - Sneak Attack for extra d6 (d8 with feat)
Ranger - Hunters Quarry for extra d6 (d8 with feat)
Warlock - Warlock Curse for extra d6 + pact effect
Barbarian - Rage Effects + Rage Strike hits for X[W] damage when in a rage
Sorcerer - Generally attack multiple targets
Monk - Flurry of Blows, typically targets non Ac defense

Possible Striker Fighter abilities:
Striker Mark: Fighter gains +2 to attack rolls against the target, otherwise unchanged.
Bloodlust: Fighter gains +d6 to any bloodied targets he attacks
Relentless foe: Fighter may make a free basic attack as a minor action once per round against an adjacent bloodied foe.

END COMMUNICATION
 

A Ranger can be a heavy armored melee striker for the cost of 2 feats.

Done.

(And please no "but it's not called Fighter" discussion, we already had that back 4 years ago when Tome of Battle came out, and it was pointless back then, too. If it bothers you too much just write "Fighter" on the character sheet and replace the word "Quarry" with "Challenge". And yes, Minsc was a Ranger, in case you forgot.)
 

A Ranger can be a heavy armored melee striker for the cost of 2 feats.

Done.

(And please no "but it's not called Fighter" discussion, we already had that back 4 years ago when Tome of Battle came out, and it was pointless back then, too. If it bothers you too much just write "Fighter" on the character sheet and replace the word "Quarry" with "Challenge". And yes, Minsc was a Ranger, in case you forgot.)

Exactly and dont even have to take nature...use Dungeoneering as the alternative and skin it as the listened to every story his adventuring uncle ever told and then researched whether his uncle might be exagerating. Could even use a war dog (a fighters best friend in AD&D) and make a beast master build if you wanted).

People take classes way too... seriously? invest in appropriate background and get a skill that is outside of "ranger" school like street wise or intimidate.

Id like to mention there are some ranger feats that are already skinned very nicely like Staggering Strike... as I hit them so hard there heads spin.
 
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FYI, replacing Prime Shot with Running Attack (Martial Power 2) gives you a character who gets attack bonuses when he moves. In fact, it's relatively easy to build a pretty tough melee ranger by making use of stuff from the Martial Power books.
 

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