Krusks Fighter
Posted: Fri Dec 04, 2015 12:34 am
Wrote this forever ago as an offhand "Shut the fuck up about fighters". It sort of proved the point that just adding +A million damage doesn't matter, and ended a debate but that was about it. I relink it whenever I see a "We should give the fighter +X damage each attack" proposal, and its usually effective at proving the point. Someone re-linked me to it and I think it might have merit.
Most people I see say a tome fighter is too powerful/annoying to use. This seems like a step between. It obviously still gets owned by a wizard, but could you play one in a game and not feel bored?
http://brilliantgameologists.com/boards ... 28.55;wap2
What do you think of this? Would you let someone play it?
Skill Points 4+, add listen, spot, diplomacy, Gather info, heal, knowledge local, perform, profession, sense motive as class skills.
Level 1- Face Cutting - Choose One.
Two Handed Weapons - You can cut people's faces off with melee attacks. If they hit, the opponent must roll a Fort save or die. DC = 10 + Fighter Levels + Cha Mod
Two Weapon Fighting - You can cut people's faces off with lots of melee attacks. If they hit, the opponent must roll a Fort save or die. DC = 10 + ½ Fighter Levels + Cha Mod
Shielded Fighting - You can cut people's faces off with melee attacks while saving your own. If they hit, the opponent must roll a Fort save or die. DC = 10 + ½ Fighter Levels + Cha Mod. You add your Cha mod to saves against this power.
Ranged- You can shoot people's faces off with attacks. If they hit, the opponent must roll a fort save or die. DC 10 + ½ Fighter levels +cha mod
Level 1- Feat changes
You get a feat every level. They can be any feat, even epic ones. If they say fighter bonus feats, congrats you can ignore all prereqs except for other feats. (except diehard, dodge, and toughness, you can ignore those.) Lastly, if you spend an hour meditating in the morning you can swap all your fighter feats for new ones. [note, this was written for normal feats, not scaling feats. That probably matters]
Level 1- SR
You gain SR equal to your character level +10. You can turn it on or off as a free action.
Level 2- Super Human Stamina.
You heal an amount of fast healing equal to your fighter level/2.
Level 5- Super Smith
You can make appropriate magic items; weapons, armors, rings, and generally things that need forging are ok. Robe and wands are not. Ask your DM before you begin construction. You count as a wizard who knows the correct spell for doing this even though you are not. You also get the artificer crafting pool from now on at the same rate as them.
Level 6- Natural Born Leader
You get leadership. The feat.
Level 10, 12, 14, 16, 18- Cool Powers.
Pick one power at each of the above levels. Not more than once on the same one though.
1- “Cut through reality” You can cast plane shift. Use your sword and cut through the (Insert whatever cosmology you use here)
2- “It’s a Bird” You gain a fly speed equal to your move speed.
3- “You can move underwater as though you weren’t. Even arrows you shoot work fine. Also you don’t need air.
4- “Ghost faced Killaaaaa” You can become incorporeal at will.
5- “That’s broken” Each of your successful attacks also casts MDJ targeted on your specific foe. CL and DC = 10 + 1/2Fighter level + Cha mod.
6- “Stone Cold Stare” You can cast Dominate Monster just by looking at someone. Treat as a gaze attack, with a DC= 10 + ½ fighter level + Cha mod.
7- “And Stay Dead” When you kill something, you immediately cast Soul Bind as a free action. CL/DC= 10 + ½ Fighter level + Cha mod.
8- “You wouldn’t like me when I’m angry. You are always under the effect of “the shape change spell”. You know CL and DC.
9- “Faster than a what now?” Cast Time Stop at will.
10- “Dance for me” Cast Otto’s Irresistible Dance at will.
Level 11- Super Super Human Stamina
Your fast healing becomes regeneration.
Level 20- Can't die anymore.
If something would kill you it doesn't. (Face cutting overrides this power, pretend it’s like highlander or something)
Notes
Skills – Skills that let them contribute out of combat, for investigative purposes. Because everyone knows town guards are warriors but their leaders are fighters. Cops ought to be loosely good at sense motive and the like.
Face Cutting - You will note two handed weapon users get a higher save DC, but there will be less a round. Good for when you know its feasible for you to beat them. Two weapons and archers are for when you are spamming hoping the enemy rolls a 1. Shields are good at defending against this ability. This was intended to work on constructs and undead.
Feats- No longer stuck with unwanted ones, and you can experiment a bit.
Item making- Make whatever items you need for way cheaper than other people, make what you need in addition to loot found.
Good powers- Now you’ve got some utility.
Leadership- Fighters at level 6+ should be someone people know, and a force to be reckoned with. Maybe even training people to fight.
Most people I see say a tome fighter is too powerful/annoying to use. This seems like a step between. It obviously still gets owned by a wizard, but could you play one in a game and not feel bored?
http://brilliantgameologists.com/boards ... 28.55;wap2
What do you think of this? Would you let someone play it?
Skill Points 4+, add listen, spot, diplomacy, Gather info, heal, knowledge local, perform, profession, sense motive as class skills.
Level 1- Face Cutting - Choose One.
Two Handed Weapons - You can cut people's faces off with melee attacks. If they hit, the opponent must roll a Fort save or die. DC = 10 + Fighter Levels + Cha Mod
Two Weapon Fighting - You can cut people's faces off with lots of melee attacks. If they hit, the opponent must roll a Fort save or die. DC = 10 + ½ Fighter Levels + Cha Mod
Shielded Fighting - You can cut people's faces off with melee attacks while saving your own. If they hit, the opponent must roll a Fort save or die. DC = 10 + ½ Fighter Levels + Cha Mod. You add your Cha mod to saves against this power.
Ranged- You can shoot people's faces off with attacks. If they hit, the opponent must roll a fort save or die. DC 10 + ½ Fighter levels +cha mod
Level 1- Feat changes
You get a feat every level. They can be any feat, even epic ones. If they say fighter bonus feats, congrats you can ignore all prereqs except for other feats. (except diehard, dodge, and toughness, you can ignore those.) Lastly, if you spend an hour meditating in the morning you can swap all your fighter feats for new ones. [note, this was written for normal feats, not scaling feats. That probably matters]
Level 1- SR
You gain SR equal to your character level +10. You can turn it on or off as a free action.
Level 2- Super Human Stamina.
You heal an amount of fast healing equal to your fighter level/2.
Level 5- Super Smith
You can make appropriate magic items; weapons, armors, rings, and generally things that need forging are ok. Robe and wands are not. Ask your DM before you begin construction. You count as a wizard who knows the correct spell for doing this even though you are not. You also get the artificer crafting pool from now on at the same rate as them.
Level 6- Natural Born Leader
You get leadership. The feat.
Level 10, 12, 14, 16, 18- Cool Powers.
Pick one power at each of the above levels. Not more than once on the same one though.
1- “Cut through reality” You can cast plane shift. Use your sword and cut through the (Insert whatever cosmology you use here)
2- “It’s a Bird” You gain a fly speed equal to your move speed.
3- “You can move underwater as though you weren’t. Even arrows you shoot work fine. Also you don’t need air.
4- “Ghost faced Killaaaaa” You can become incorporeal at will.
5- “That’s broken” Each of your successful attacks also casts MDJ targeted on your specific foe. CL and DC = 10 + 1/2Fighter level + Cha mod.
6- “Stone Cold Stare” You can cast Dominate Monster just by looking at someone. Treat as a gaze attack, with a DC= 10 + ½ fighter level + Cha mod.
7- “And Stay Dead” When you kill something, you immediately cast Soul Bind as a free action. CL/DC= 10 + ½ Fighter level + Cha mod.
8- “You wouldn’t like me when I’m angry. You are always under the effect of “the shape change spell”. You know CL and DC.
9- “Faster than a what now?” Cast Time Stop at will.
10- “Dance for me” Cast Otto’s Irresistible Dance at will.
Level 11- Super Super Human Stamina
Your fast healing becomes regeneration.
Level 20- Can't die anymore.
If something would kill you it doesn't. (Face cutting overrides this power, pretend it’s like highlander or something)
Notes
Skills – Skills that let them contribute out of combat, for investigative purposes. Because everyone knows town guards are warriors but their leaders are fighters. Cops ought to be loosely good at sense motive and the like.
Face Cutting - You will note two handed weapon users get a higher save DC, but there will be less a round. Good for when you know its feasible for you to beat them. Two weapons and archers are for when you are spamming hoping the enemy rolls a 1. Shields are good at defending against this ability. This was intended to work on constructs and undead.
Feats- No longer stuck with unwanted ones, and you can experiment a bit.
Item making- Make whatever items you need for way cheaper than other people, make what you need in addition to loot found.
Good powers- Now you’ve got some utility.
Leadership- Fighters at level 6+ should be someone people know, and a force to be reckoned with. Maybe even training people to fight.