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What does the fighter need...
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<blockquote data-quote="Malcor Sylverwood" data-source="post: 3384361" data-attributes="member: 331"><p>Here's what I'm thinking, in a campaign where characters get feats every other level, fighters need a bit of a boost. So, I've stolen a few ideas from this thread and the other thread, and sketched the following out. I apologize in advance for mistakes, typos, or confusing language--its just a rough draft. Let me know what you think...</p><p></p><p>Fighters get a choice of paths at levels 2, 6, 10, 14, and 20. The character has to take the paths in numberical order, but can chose a different path. If the path gives a feat and the character already has that feat, they may chose another feat.</p><p></p><p>Sentinal I: Listen, Spot become class skills, gain an extra skill point per level (including this one) to be used only for listen or spot</p><p>Sentinal II: Blind-fight</p><p>Sentinal III: The invisible attacker’s bonuses do not apply for ranged attacks, half miss chance</p><p>Sentinal IV: Can target square of invisible opponent within 10ft without needing to guess</p><p>Sentinal V: Tremorsense 10ft</p><p></p><p>Acrobat I: Balance and tumble become class skills, gain extra skill point per level</p><p>Acrobat II: Tumble at full speed as part of normal movement (instead of ½ speed)</p><p>Acrobat III: If you succeed on a tumble check before an attack, double threat range. If the tumble takes you through the area occupied by the opponent you attack, deal full weapon damage (not extra damage)</p><p>Acrobat IV:</p><p>Acrobat V: At the begging of a round, make a tumble check. Opponents have a miss chance on attacks against you equal to ½ of the tumble check.</p><p></p><p>Cavalier I: Knowledge (Nobility) and Diplomacy become class skills, extra skill point</p><p>Cavalier II: Mounts chosen by the cavalier are exceptional (max hit points, elite stat array) </p><p>Cavalier III: You can make a ride check as saving throw for your mount</p><p>Cavalier IV:</p><p>Cavalier V: No longer roll damage dice while mounted (or for mount) but use the maximum (still roll crit damage, extra dice, etc)</p><p></p><p>General I: Knowledge (military) and diplomacy become class skills, extra skill point</p><p>General II: Leadership feat, +1 leadership score</p><p>General III: double all positive modifiers for reputation</p><p>General IV: +2 leadership score, you may have 50% more followers (min +1)</p><p>General V: You may have a second cohort, this cohort must be four levels less than you</p><p></p><p>Tyrant I: Knowledge (military) and bluff become class skills, extra skill point</p><p>Tyrant II: Leadership feat, +1 leadership score</p><p>Tyrant III: remove all negative modifiers for reputation</p><p>Tyrant IV: +2 leadership score, you may have 50% more followers (min +1)</p><p>Tyrant V: You may have a second cohort, this cohort must be four levels less than you</p><p></p><p>Battlefield medic I: Heal and survival become class skills, extra skill point</p><p>Battlefield medic II: You may take 10 on heal checks even if you normally couldn’t, If brought to negative hit points (but still alive) you may make an immediate check to stabilize yourself.</p><p>Battlefield medic III: </p><p>Battlefield medic IV:</p><p>Battlefield medic V:</p><p></p><p>Armor master I: Reduce armor check penalty by 1, increase max dex by one, reduce encumbrance from worn armor by 50%</p><p>Armor master II: +1 AC when using armor</p><p>Armor master III: proficient with exotic armors, reduce movement penalty from armor by 5ft, reduce armor check penalty by 2, increase max dex by 2</p><p>Armor master IV: +2 AC when using armor</p><p>Armor master V: Remove all penalties from armor (movement, encumbrance, armor check)</p><p></p><p>Shield master I: You may retain the AC from a buckler when attacking with that hand, Improved shield bash</p><p>Shield master II: +1 AC when using shield</p><p>Shield master III: Reduce armor check penalty by 1, Shield bash now deals damage with dice one step up </p><p>Shield master IV: +2 AC when using buckler or light shield, +3 when using heavy shield</p><p>Shield master V: You gain a concealment miss chance on attacks against you when you can bring your shield to bear (buckler 5%, light shield 15%, heavy shield 25%)</p><p></p><p>Weapons master I: Select one weapon, you know deal damage with this type of weapon with dice one step up (1d4->1d6->1d8->1d10->1d12->2d8)</p><p>Weapons master II: You may spend a week training with a weapon to switch weapon specific feats (focus, weapon master I and IV, etc) to the new weapon</p><p>Weapons master III: Remove penalties for non-proficient weapons and improvised weapons</p><p>Weapons master IV: Weapon of choice increased critical hit multiplier by one</p><p>Weapons master V: You no longer have to roll normal weapon damage, instead use the maximum (you still have to roll critical damage dice, extra damage, etc)</p></blockquote><p></p>
[QUOTE="Malcor Sylverwood, post: 3384361, member: 331"] Here's what I'm thinking, in a campaign where characters get feats every other level, fighters need a bit of a boost. So, I've stolen a few ideas from this thread and the other thread, and sketched the following out. I apologize in advance for mistakes, typos, or confusing language--its just a rough draft. Let me know what you think... Fighters get a choice of paths at levels 2, 6, 10, 14, and 20. The character has to take the paths in numberical order, but can chose a different path. If the path gives a feat and the character already has that feat, they may chose another feat. Sentinal I: Listen, Spot become class skills, gain an extra skill point per level (including this one) to be used only for listen or spot Sentinal II: Blind-fight Sentinal III: The invisible attacker’s bonuses do not apply for ranged attacks, half miss chance Sentinal IV: Can target square of invisible opponent within 10ft without needing to guess Sentinal V: Tremorsense 10ft Acrobat I: Balance and tumble become class skills, gain extra skill point per level Acrobat II: Tumble at full speed as part of normal movement (instead of ½ speed) Acrobat III: If you succeed on a tumble check before an attack, double threat range. If the tumble takes you through the area occupied by the opponent you attack, deal full weapon damage (not extra damage) Acrobat IV: Acrobat V: At the begging of a round, make a tumble check. Opponents have a miss chance on attacks against you equal to ½ of the tumble check. Cavalier I: Knowledge (Nobility) and Diplomacy become class skills, extra skill point Cavalier II: Mounts chosen by the cavalier are exceptional (max hit points, elite stat array) Cavalier III: You can make a ride check as saving throw for your mount Cavalier IV: Cavalier V: No longer roll damage dice while mounted (or for mount) but use the maximum (still roll crit damage, extra dice, etc) General I: Knowledge (military) and diplomacy become class skills, extra skill point General II: Leadership feat, +1 leadership score General III: double all positive modifiers for reputation General IV: +2 leadership score, you may have 50% more followers (min +1) General V: You may have a second cohort, this cohort must be four levels less than you Tyrant I: Knowledge (military) and bluff become class skills, extra skill point Tyrant II: Leadership feat, +1 leadership score Tyrant III: remove all negative modifiers for reputation Tyrant IV: +2 leadership score, you may have 50% more followers (min +1) Tyrant V: You may have a second cohort, this cohort must be four levels less than you Battlefield medic I: Heal and survival become class skills, extra skill point Battlefield medic II: You may take 10 on heal checks even if you normally couldn’t, If brought to negative hit points (but still alive) you may make an immediate check to stabilize yourself. Battlefield medic III: Battlefield medic IV: Battlefield medic V: Armor master I: Reduce armor check penalty by 1, increase max dex by one, reduce encumbrance from worn armor by 50% Armor master II: +1 AC when using armor Armor master III: proficient with exotic armors, reduce movement penalty from armor by 5ft, reduce armor check penalty by 2, increase max dex by 2 Armor master IV: +2 AC when using armor Armor master V: Remove all penalties from armor (movement, encumbrance, armor check) Shield master I: You may retain the AC from a buckler when attacking with that hand, Improved shield bash Shield master II: +1 AC when using shield Shield master III: Reduce armor check penalty by 1, Shield bash now deals damage with dice one step up Shield master IV: +2 AC when using buckler or light shield, +3 when using heavy shield Shield master V: You gain a concealment miss chance on attacks against you when you can bring your shield to bear (buckler 5%, light shield 15%, heavy shield 25%) Weapons master I: Select one weapon, you know deal damage with this type of weapon with dice one step up (1d4->1d6->1d8->1d10->1d12->2d8) Weapons master II: You may spend a week training with a weapon to switch weapon specific feats (focus, weapon master I and IV, etc) to the new weapon Weapons master III: Remove penalties for non-proficient weapons and improvised weapons Weapons master IV: Weapon of choice increased critical hit multiplier by one Weapons master V: You no longer have to roll normal weapon damage, instead use the maximum (you still have to roll critical damage dice, extra damage, etc) [/QUOTE]
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