Beefermatic
Hero
Here's a version of the base Fighter class I use in my campaigns. The fact that the Fighter sucks so bad compared to every other class, I find very unfortunate. Not every person wants to be a magic user, but they shouldn't be punished for being a sword and steel type. Here's my more balanced, far more powerful and more viable Fighter, the Improved Fighter, Fighter +, or as it's been long known in my circles The Real Deal Fighter.
Improved, the Fighter class and its abilities should look as follows:
The Real Deal Fighter
BAB: Full as Fighter
Good Saves: Fort
HD: d10
Class Skills: 2+ int (Acrobatics, Climb, Craft, Handle Animal, Heal, Intimidate, Knowledge Dungeoneering, Knowledge Engineering, Perception, Profession, Ride, Sense Motive, Survival, Swim)
Weapon Prof: All simple and martial weapons, all armors, all shields including tower shields
CLASS FEATURES
1 Footwork +1, Bonus Feat
2 Defensive Training +1, Bonus Feat, Bravery +1
3 Ambush 1d6, Armor Training 1
4 Maneuver Training 1, Bonus Feat
5 Footwork +2, Weapon Training 1
6 Defensive Training +2, Bonus Feat, Bravery +2
7 Armor Training 2
8 Maneuver Training 2, Parry 1/ Round, Bonus Feat
9 Advanced Weapon Training, Weapon Training 2
10 Footwork +3, Defensive Training +3, Bonus Feat, Bravery +3
11 Armor Training 3
12 Maneuver Training 3, Counter Attack, Bonus Feat
13 Ambush 2d6, Weapon Training 3
14 Defensive Training +4, Bonus Feat, Bravery +4
15 Footwork +4, Armor Training 4
16 Maneuver Training 4, Parry 2/ Round, Bonus Feat
17 Weapon Training 4
18 Defensive Training +5, Bonus Feat, Bravery +5
19 Armor Mastery
20 Footwork +5, Maneuver Training 5, Active Dodge, Bonus Feat, Weapon Mastery
Fighter Improvements/ New Abilities
This is to be added to the existing Pathfinder Fighter and all Archetypes
Skills: Acrobatics, Heal, Perception and Sense Motive added to Skill List
Abilities:
Maneuver Training: At 4th level, a Fighter can select one Combat Maneuver to receive additional training. She gains a +1 bonus on Combat Maneuver checks when performing that Combat Maneuver and a +1 bonus to their CMD when defending against that maneuver.
At 8th level and every 4 levels thereafter, the Fighter becomes further trained in another Combat Maneuver, gaining the above +1 bonus Combat Maneuver checks and to CMD. In addition, the bonuses granted by all previous Maneuver Training increase by 1 each. (For example, if a Fighter chooses grapple at 2rd level and sunder at 8th level, their bonuses to grapple +2 and bonuses to sunder are +1. If they then choose bull rush upon reaching 12th level, their bonuses to grapple are +3, to sunder are +2, and to bull rush are +1.)
Defensive Training: A fighter learns to make the most out of the equipment they have and the tools at their disposal. At 2nd level, and every 4 levels thereafter (6th, 10th, 14th, and 18th) they gain an additional point of either Shield, Armor or Dodge bonus to AC. Shield when they are armed or with a shield, Armor if they are wearing armor or have natural armor, or Dodge if they lightly armored on unarmored and are not flat footed, to AC. This bonus stacks with all other bonuses and each point must be chosen individually.
Footwork: A fighter learns how to dodge and parry attacks even when unarmored and gains a dodge bonus to AC equal to 1/4th his level starting at level 1 to a minimum of 1. This bonus applies if the Fighter is unarmored and unencumbered and is not flat footed or otherwise denied their dex bonus to AC. This ability counts as a Dex bonus for purposes of increasing Armor Class when used with Armor and can apply up to the max Dex bonus of a particular armor type and stacks with Armor Training.
Ambush: A Fighter knows how to surprise unwary foes and strike hard when the enemy is not expecting it. Starting at 3rd Level the Fighter deals 1d6 extra precision based damage on all attacks during a surprise round. This only applies when the Fighter initiates the surprise round, not when being surprised. At 13th level this damage increases to 2d6.
Parry: At 8th level a fighter may attempt to block a single melee attack 1/round. As an immediate action, they must make an opposed attack roll against a foe who has just made a melee attack against them, the weapon types must be within one size category of one another and the fighter must be armed with a manufactured weapon or using a shield in order to use this ability, though this can be used unarmed against an unarmed attacker, it can also be used without penalty against the natural attacks of enemies however, the size of the enemy must be within 1 size category of the Fighter and the blocked attack must make sense to be able to be blocked, (up to GM discretion), if the Fighter succeeds in the roll they effectively block the foe’s attack negating the damage. If a weapon of a different material is used to parry an attack, the attack is treated as a sunder attempt against the weapon if it is made of a weaker material. At 16th level a Fighter may attempt to block a second attack per round though a parry attempt may only be attempted once per attack per round.
Counter Attack: At 12th level a Fighter may make a counter attack against any foe he successfully parries in a round. This must be a single melee attack with either an unarmed attack or with a manufactured weapon. This ability can only be used once per round even if multiple parry attempts are successful.
Active Dodge: At 20th level a fighter may automatically dodge a single attack roll once per round as an immediate action 3+ Dex Modifier times per day. This ability must be used before the results of an attack roll are known.
Improvements at a Glance (by level)
1 Footwork +1
2 Defensive Training +1
3 Ambush 1d6
4 Maneuver Training 1
5 Footwork +2
6 Defensive Training +2
7
8 Maneuver Training 2, Parry 1/ Round
9
10 Footwork +3, Defensive Training +3
11
12 Maneuver Training 3, Counter Attack
13 Ambush 2d6
14 Defensive Training +4
15 Footwork +4
16 Maneuver Training 4, Parry 2/ Round
17
18 Defensive Training +5
19
20 Footwork +5, Maneuver Training 5, Active Dodge
Improved, the Fighter class and its abilities should look as follows:
The Real Deal Fighter
BAB: Full as Fighter
Good Saves: Fort
HD: d10
Class Skills: 2+ int (Acrobatics, Climb, Craft, Handle Animal, Heal, Intimidate, Knowledge Dungeoneering, Knowledge Engineering, Perception, Profession, Ride, Sense Motive, Survival, Swim)
Weapon Prof: All simple and martial weapons, all armors, all shields including tower shields
CLASS FEATURES
1 Footwork +1, Bonus Feat
2 Defensive Training +1, Bonus Feat, Bravery +1
3 Ambush 1d6, Armor Training 1
4 Maneuver Training 1, Bonus Feat
5 Footwork +2, Weapon Training 1
6 Defensive Training +2, Bonus Feat, Bravery +2
7 Armor Training 2
8 Maneuver Training 2, Parry 1/ Round, Bonus Feat
9 Advanced Weapon Training, Weapon Training 2
10 Footwork +3, Defensive Training +3, Bonus Feat, Bravery +3
11 Armor Training 3
12 Maneuver Training 3, Counter Attack, Bonus Feat
13 Ambush 2d6, Weapon Training 3
14 Defensive Training +4, Bonus Feat, Bravery +4
15 Footwork +4, Armor Training 4
16 Maneuver Training 4, Parry 2/ Round, Bonus Feat
17 Weapon Training 4
18 Defensive Training +5, Bonus Feat, Bravery +5
19 Armor Mastery
20 Footwork +5, Maneuver Training 5, Active Dodge, Bonus Feat, Weapon Mastery
Fighter Improvements/ New Abilities
This is to be added to the existing Pathfinder Fighter and all Archetypes
Skills: Acrobatics, Heal, Perception and Sense Motive added to Skill List
Abilities:
Maneuver Training: At 4th level, a Fighter can select one Combat Maneuver to receive additional training. She gains a +1 bonus on Combat Maneuver checks when performing that Combat Maneuver and a +1 bonus to their CMD when defending against that maneuver.
At 8th level and every 4 levels thereafter, the Fighter becomes further trained in another Combat Maneuver, gaining the above +1 bonus Combat Maneuver checks and to CMD. In addition, the bonuses granted by all previous Maneuver Training increase by 1 each. (For example, if a Fighter chooses grapple at 2rd level and sunder at 8th level, their bonuses to grapple +2 and bonuses to sunder are +1. If they then choose bull rush upon reaching 12th level, their bonuses to grapple are +3, to sunder are +2, and to bull rush are +1.)
Defensive Training: A fighter learns to make the most out of the equipment they have and the tools at their disposal. At 2nd level, and every 4 levels thereafter (6th, 10th, 14th, and 18th) they gain an additional point of either Shield, Armor or Dodge bonus to AC. Shield when they are armed or with a shield, Armor if they are wearing armor or have natural armor, or Dodge if they lightly armored on unarmored and are not flat footed, to AC. This bonus stacks with all other bonuses and each point must be chosen individually.
Footwork: A fighter learns how to dodge and parry attacks even when unarmored and gains a dodge bonus to AC equal to 1/4th his level starting at level 1 to a minimum of 1. This bonus applies if the Fighter is unarmored and unencumbered and is not flat footed or otherwise denied their dex bonus to AC. This ability counts as a Dex bonus for purposes of increasing Armor Class when used with Armor and can apply up to the max Dex bonus of a particular armor type and stacks with Armor Training.
Ambush: A Fighter knows how to surprise unwary foes and strike hard when the enemy is not expecting it. Starting at 3rd Level the Fighter deals 1d6 extra precision based damage on all attacks during a surprise round. This only applies when the Fighter initiates the surprise round, not when being surprised. At 13th level this damage increases to 2d6.
Parry: At 8th level a fighter may attempt to block a single melee attack 1/round. As an immediate action, they must make an opposed attack roll against a foe who has just made a melee attack against them, the weapon types must be within one size category of one another and the fighter must be armed with a manufactured weapon or using a shield in order to use this ability, though this can be used unarmed against an unarmed attacker, it can also be used without penalty against the natural attacks of enemies however, the size of the enemy must be within 1 size category of the Fighter and the blocked attack must make sense to be able to be blocked, (up to GM discretion), if the Fighter succeeds in the roll they effectively block the foe’s attack negating the damage. If a weapon of a different material is used to parry an attack, the attack is treated as a sunder attempt against the weapon if it is made of a weaker material. At 16th level a Fighter may attempt to block a second attack per round though a parry attempt may only be attempted once per attack per round.
Counter Attack: At 12th level a Fighter may make a counter attack against any foe he successfully parries in a round. This must be a single melee attack with either an unarmed attack or with a manufactured weapon. This ability can only be used once per round even if multiple parry attempts are successful.
Active Dodge: At 20th level a fighter may automatically dodge a single attack roll once per round as an immediate action 3+ Dex Modifier times per day. This ability must be used before the results of an attack roll are known.
Improvements at a Glance (by level)
1 Footwork +1
2 Defensive Training +1
3 Ambush 1d6
4 Maneuver Training 1
5 Footwork +2
6 Defensive Training +2
7
8 Maneuver Training 2, Parry 1/ Round
9
10 Footwork +3, Defensive Training +3
11
12 Maneuver Training 3, Counter Attack
13 Ambush 2d6
14 Defensive Training +4
15 Footwork +4
16 Maneuver Training 4, Parry 2/ Round
17
18 Defensive Training +5
19
20 Footwork +5, Maneuver Training 5, Active Dodge
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