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Yet Another Variant: The Fighter...

Flynn

First Post
Inspired by the "What Do You Do For... Fighters" thread, here's something I put together that I would like input on. My goal here was simply to avoid dead levels without getting too far out of control, using a good number of suggestions found in that thread.

Thank you in advance,
Flynn

* * * * *

Fighter

The Fighter prefers direct solutions to problems. If a matter can’t be resolved quickly and effectively, then the Fighter often pursues a straight-forward physical resolution. Physically oriented, the Fighter traditionally enjoys combat, hard labor and physical exertion.

Hit Die: d10 (10 + Con modifier at first character level; 6 + Con modifier at second character level and later.)
Starting Skills/Ranks Per Level: 5 + Int modifier (or 4 + Int modifier if non-human). {As an aside: In my game, skill lists are based on background, not class.}

Starting Features
In addition to the two feats all characters get at 1st character level (one feat if non-human), a Fighter begins play with four (4) Weapon Group Proficiency feats, Armor Proficiency (light, medium and heavy), Shield Proficiency and one Fighter bonus feat.

Note On Multiclassing: A character that chooses Fighter as a multiclass after first character level does not receive these starting features.

Special Abilities
The Fighter has the following special abilities:

War Talents: At first class level and every odd class level, the Fighter gains a war talent. This talent must be selected from those listed below. If a war talent has prerequisites, the Fighter must meet them before selecting the war talent. Some war talents may be selected more than once, as per the individual war talent description. No war talent, or talent sharing the same name, may be selected more than five times.

* Advanced Weapon Training: The Fighter may use weapons with which he is not proficient at a -2 penalty on attack rolls (instead of the usual -4).

* Armored Mobility: The Fighter treats any heavy armor he wears as medium and medium armor as light for purposes of determining his speed and running capabilities. This does not stack with abilities of mithral armor or any other similar effects. Prerequisite: 11th level Fighter.

* Bodyguard: If the Fighter is within 5 ft. of any ally who takes damage from an attack, he may spend an action point at the time of the attack to switch positions with the ally and take all the damage and any associated effects instead. The action popint may be spent after the Fighter knows that the attack was successful, but it must be spent before damage is determined.

* Bravery: The Fighter gains a +2 competence bonus on all saving throws against fear effects. This war talent may be taken multiple times, and its benefits stack with previous selections of this talent.

* Canny Defense: The Fighter gains a +1 dodge bonus to AC while wielding a melee weapon and not wearing armor or using a shield. If the Fighter is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. This war talent may be taken multiple times, and its benefits stack with previous selections of this talent.

* Extreme Effort: The Fighter can push himself to make an extreme effort related either to a Strength check (such as forcing a door or bending the bars of a jail cell) or a Strength-based skill check. The Fighter must decide to use this ability before making the check. The effort requires a full-round action and provides a +2 bonus on the check. This war talent may be taken multiple times, and its benefits stack with previous selections of this talent.

* Heightened Reflexes: The Fighter gains a +1 competence bonus on Reflex saves. This war talent may be taken multiple times, and its benefits stack with previous selections of this talent.

* Heightened Willpower: The Fighter gains a +1 competence bonus on Will saves. This war talent may be taken multiple times, and its benefits stack with previous selections of this talent.

* Ignore Hardness: The Fighter can ignore 2 points of an object’s hardness when making a melee attack to break it. This war talent may be taken multiple times, and its benefits stack with previous selections of this talent.

* Imposing: The fighter adds his strength modifier to intimidate checks instead of his charisma modifier. Prerequisite: 17+ strength

* Improved Carrying Capacity: The Fighter may treat his Strength ability score as if it were two points higher only for the purposes of improving his carrying capacity. This war talent may be taken multiple times, and its benefits stack with previous selections of this talent.

* Improved Reactions: The Fighter gains a +2 competence bonus on initiative. This war talent may be taken multiple times, and its benefits stack with previous selections of this talent.

* Magicbane: The Fighter gains a +2 competence bonus on saving throws against spells and spell-like effects. This ability stacks with racial abilities that have a similar effect.

* Men-At-Arms: The Fighter can raise a group of fighting men (and women) from the surrounding area. To do so, the Fighter must spend 2d4 days doing nothing but spreading the word in the local region and rallying interest. On the morning following his efforts, the Fighter will have gathered together a fighting force of an Encounter Level (EL) equal to his Fighter class level plus his Charisma bonus. The Fighter is responsible for food and supplies for these men, and they will follow him so long as they are treated well. Prerequisite: 7th level Fighter.

* Mettle: If the Fighter is exposed to any effect that would normally allow him to attempt a Fortitude saving throw for partial damage or effect, he suffers no damage or effect if he makes a successful Fortitude saving throw. Mettle cannot be used while unconscious or sleeping. Prerequisite: 5th level Fighter.

* Melee Smash: The Fighter receives a +1 bonus on melee damage. This war talent may be taken multiple times, and its benefits stack with previous selections of this talent. Prerequisite: 5th level Fighter.

* Resistance: The fighter gains resistance to acid, cold, electricity, fire or sonic damage equal to his constitution modifier (minimum of 1). This war talent may be taken multiple times, once for each energy type.

* Shield Guardian: If the Fighter is within 5 ft. of any ally, he may spend an action point at any time to grant his ally a shield bonus to AC equal to one the Fighter possesses, until the beginning of the Fighter's next turn. This bonus stacks with any shield bonus the ally might have.

Bonus Feats: At second class level and every even class level, the Fighter gains a bonus feat. This feat must be selected from those core feats labeled as (Fighter), and the Fighter must meet any prerequisites.

Restrictions
None.

Table: The Fighter
Code:
Level	BAB	Fort	Ref	Will	Special		DEF
1st	+1	+2	+0	+0	War Talent	+1
2nd	+2	+3	+0	+0	Bonus Feat	+2
3rd	+3	+3	+1	+1	War Talent	+2
4th	+4	+4	+1	+1	Bonus Feat	+3
5th	+5	+4	+1	+1	War Talent	+3
6th	+6	+5	+2	+2	Bonus Feat	+3
7th	+7	+5	+2	+2	War Talent	+4
8th	+8	+6	+2	+2	Bonus Feat	+4
9th	+9	+6	+3	+3	War Talent	+5
10th	+10	+7	+3	+3	Bonus Feat	+5
11th	+11	+7	+3	+3	War Talent	+5
12th	+12	+8	+4	+4	Bonus Feat	+6
13th	+13	+8	+4	+4	War Talent	+6
14th	+14	+9	+4	+4	Bonus Feat	+7
15th	+15	+9	+5	+5	War Talent	+7
16th	+16	+10	+5	+5	Bonus Feat	+7
17th	+17	+10	+5	+5	War Talent	+8
18th	+18	+11	+6	+6	Bonus Feat	+8
19th	+19	+11	+6	+6	War Talent	+9
20th	+20	+12	+6	+6	Bonus Feat	+9
21st	+21	+12	+7	+7	War Talent	+9
22nd	+22	+13	+7	+7	Bonus Feat	+10
23rd	+23	+13	+7	+7	War Talent	+10
24th	+24	+14	+8	+8	Bonus Feat	+11
25th	+25	+14	+8	+8	War Talent	+11
 
Last edited:

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I like it. The War Talents aren't overpowering, which is good because you get so many of them. You might increase the minimum level on Mettle, because it's pretty awesome.

I can imagine that there might be some issues with focusing on certain abilities (a character with a +16 init (or more) at 10th level, for instance), but for the most part I don't think it's unbalancing. The character is strong in one area, but it makes them a one-trick pony.
 

XCorvis said:
You might increase the minimum level on Mettle, because it's pretty awesome.
It's just fort-based Evasion. Rogues get Evasion at second level.

a character with a +16 init (or more) at 10th level, for instance.
It's still smaller than the variance that comes from the die roll. Sure, he'll usually go first but that's what extreme specialization is about, usually beating the other guy.

Overall, it looks pretty good. The talents are very nice without being over-powering; some of them even make alternate base classes and some prestige classes redundant, which isn't a bad thing.
I am curious what the "Defense" column is. Presumably a class-based bonus to AC but that's pure speculation.
 

ValhallaGH said:
I am curious what the "Defense" column is. Presumably a class-based bonus to AC but that's pure speculation.

Exactly. It's an implementation of the D20 Modern class defense, in that it adds to AC in addition to armor, instead of UA's replacement of the armor bonus. No DEF bonus may exceed the Max Dex Bonus of the armor you are wearing.

BTW, thanks, ValhallaGH and XCorvis, for your input. It is muchly appreciated.

With Regards,
Flynn
 

Some ideas:

* Imposing: The fighter adds his strength modifier to intimidate checks instead of his charisma modifier. Prerequisite: 17+ strength

* Resistance: The fighter gains resistance to fire, acid, electric or sonic damage equal to his constitution modifier. This war talent may be taken multiple times, once for each energy type.
 


I like the concept, but the war talents are all over the place in terms of power.

Bravery is +2 on very specific saves.
Magicbane is +2 on almost every save.
Heightened Willpower is half of an average feat (Iron Will).
Melee Smash is better than half of a good feat (weapon spec).
Canny Dodge is way better than a full feat (dodge).
Extreme Effort is will almost never come up, but takes a full-round action. I can't see anyone taking this.
Improved reactions will come up all the time. I can see plenty of people taking a level of fighter just for this (and the martial weapons, etc.).
 

maggot said:
I can see plenty of people taking a level of fighter just for this (and the martial weapons, etc.).

Please note that the extra feats and such listed under starting features are not available to anyone that multiclasses into this version of the Fighter class.

These are some good points, and I will have to consider how I approach them. Some of these abilities are inspired by D20 Modern talents, and so the power level on those is not one I'm overly worried about in comparison to some of the others that I cherry-picked from other suggestions.

Thanks, maggot,
Flynn
 

Jacob the Impaler said:
Some ideas:

* Imposing: The fighter adds his strength modifier to intimidate checks instead of his charisma modifier. Prerequisite: 17+ strength

* Resistance: The fighter gains resistance to fire, acid, electric or sonic damage equal to his constitution modifier. This war talent may be taken multiple times, once for each energy type.

Jacob,

I like these, and will consider adding them.

Thanks for the feedback,
Flynn
 

Bravery is +2 on very specific saves.
Magicbane is +2 on almost every save.
Agreed
Heightened Willpower is half of an average feat (Iron Will).
Yes, but it isn't too crazy, a maximum bonus would do the trick.
Melee Smash is better than half of a good feat (weapon spec).
No way I'll consider Weapon Specialization or GreaterWeapSpec good feats. I might consider Weapon Focus and GWF average feats because of their flexibility, but that's it.
 

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