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Twenty Years On. Modern 3E?
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<blockquote data-quote="GreyLord" data-source="post: 8054836" data-attributes="member: 4348"><p>Something I like to do with Fighters are several options.</p><p></p><p>Option #1 - Fighters have expertise just like a Rogue has expertise...except the Fighter ONLY has expertise in one weapon of their choice (sort of like specialization). Martial Characters (Rangers, Barbarians and Paladins) can also have this option if the DM chooses.</p><p></p><p>Option #2 - Rather than the Battlemaster, a Fighter can choose a Specialist. This archetype get's many of the same ideas as the Battlemaster, but instead of having superiority dice to roll, it is a straight up bonus. This is a +4 at first, improved at 10th level to a +5, and at 18th level to a +6 to hit. This has no limit on this (unlike superiority dice) and can be added on every attack.</p><p></p><p>HOWEVER, at 7th level you also can choose among the following. You gain an additional choice at 10th and 15th level. When using these you have to choose whether to use your bonus to hit, or instead use these bonuses instead. You cannot use both or all of them, only one at a time each round.</p><p></p><p>Damage bonus - you add 1d8 to a damage roll. You can only use this a maximum of 4 times between rests (long or short). </p><p> - Greater Damage Bonus - If you choose this again, your damage increases to 1d10 and you can use it a maximum of 5 times.</p><p> - Maximum Damage Bonus - If you choose this a 3rd time your damage increases to 1d12 and you can use it a maximum of 6 times.</p><p></p><p>Increased Defense - You add 4 points to your Armor Class for one round. You can only use this a maximum of 4 times between rests.</p><p> - Greater Defense - If you choose this again you can add 5 to your Armor class for one round. You can use this a maximum of 5 times</p><p> - Maximum Defense - If you choose this again, you can add 6 to your Armor class for one round. You can use this a maximum of 6 times</p><p></p><p>Boost Moral - You give an ally an additional attack. They can add 1d8 to their damage roll. this can only be used 4 times between rests.</p><p> - Improved Boost Morale - If you choose this again, As above but they now add 1d10 and can be used 5 times.</p><p> - Greater Improved Boost Moral - If you choose this a 3rd time, As above, but now they add 1d12 and can be used 6 times</p><p></p><p>Rally - Grant an ally 1d8+ your CHA mod temporary hit points. You can perform this up to 4 times between rests.</p><p> - Greater Rally - If you choose this again, as above but the dice are improved to 1d10 and you can perform it up to 5 times between rests.</p><p> - Champion Rally - If you choose this a 3rd time, as above, but now 1d12 dice and you can perform it up to 6 times between rests.</p><p></p><p>Critical Strike - For one battle can get criticals anytime a 19 or 20 is rolled.</p><p> - Improved Critical Strike - If chosen again, criticals now occur anytime an 18-20 is rolled and can be done during 2 battles</p><p> - Critical Strike Mastery - If chosen a 3rd time, criticals now occur anytime a 16-20 is rolled and can be done during 3 battles.</p><p></p><p></p><p>All in all, not quite as powerful as the Battlemaster (though the constant bonus to hit probably counters that), but a similar idea to it that gives fighters that oomph bonus to hit, while at the same time giving them a chance to have something similar to maneuvers.</p></blockquote><p></p>
[QUOTE="GreyLord, post: 8054836, member: 4348"] Something I like to do with Fighters are several options. Option #1 - Fighters have expertise just like a Rogue has expertise...except the Fighter ONLY has expertise in one weapon of their choice (sort of like specialization). Martial Characters (Rangers, Barbarians and Paladins) can also have this option if the DM chooses. Option #2 - Rather than the Battlemaster, a Fighter can choose a Specialist. This archetype get's many of the same ideas as the Battlemaster, but instead of having superiority dice to roll, it is a straight up bonus. This is a +4 at first, improved at 10th level to a +5, and at 18th level to a +6 to hit. This has no limit on this (unlike superiority dice) and can be added on every attack. HOWEVER, at 7th level you also can choose among the following. You gain an additional choice at 10th and 15th level. When using these you have to choose whether to use your bonus to hit, or instead use these bonuses instead. You cannot use both or all of them, only one at a time each round. Damage bonus - you add 1d8 to a damage roll. You can only use this a maximum of 4 times between rests (long or short). - Greater Damage Bonus - If you choose this again, your damage increases to 1d10 and you can use it a maximum of 5 times. - Maximum Damage Bonus - If you choose this a 3rd time your damage increases to 1d12 and you can use it a maximum of 6 times. Increased Defense - You add 4 points to your Armor Class for one round. You can only use this a maximum of 4 times between rests. - Greater Defense - If you choose this again you can add 5 to your Armor class for one round. You can use this a maximum of 5 times - Maximum Defense - If you choose this again, you can add 6 to your Armor class for one round. You can use this a maximum of 6 times Boost Moral - You give an ally an additional attack. They can add 1d8 to their damage roll. this can only be used 4 times between rests. - Improved Boost Morale - If you choose this again, As above but they now add 1d10 and can be used 5 times. - Greater Improved Boost Moral - If you choose this a 3rd time, As above, but now they add 1d12 and can be used 6 times Rally - Grant an ally 1d8+ your CHA mod temporary hit points. You can perform this up to 4 times between rests. - Greater Rally - If you choose this again, as above but the dice are improved to 1d10 and you can perform it up to 5 times between rests. - Champion Rally - If you choose this a 3rd time, as above, but now 1d12 dice and you can perform it up to 6 times between rests. Critical Strike - For one battle can get criticals anytime a 19 or 20 is rolled. - Improved Critical Strike - If chosen again, criticals now occur anytime an 18-20 is rolled and can be done during 2 battles - Critical Strike Mastery - If chosen a 3rd time, criticals now occur anytime a 16-20 is rolled and can be done during 3 battles. All in all, not quite as powerful as the Battlemaster (though the constant bonus to hit probably counters that), but a similar idea to it that gives fighters that oomph bonus to hit, while at the same time giving them a chance to have something similar to maneuvers. [/QUOTE]
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