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thread : what do you do for... fighters?
started at 06-30-06 08:12 pm by nyaricus
visit at http://www.enworld.org/showthread.php?t=167223
author : nyaricus
date : 06-30-06 08:12 pm
title : what do you do for... fighters?
for myself, i have given fighters (renamed "warriors") a floating bonus feat,
which allows them to, every day, change up one feat for another. they must meet
the prereqs for the feat and it must be drawn from the normal "bonus warrior
feats" list. it cannot be used for meeting the prereq of another feat, prc, etc.
you gain this at level 6, 12 and 18.
part 6 of my house ruled classes series
author : harmyn
date : 06-30-06 10:31 pm
at the moment they get the two extra skill points like i give all the character
classes. i also let them take any one additional skill as a class skill as long as
it fits whatever background they have dreamed up. but in an upcoming lankhmar
campaign (that is going to be heavily modified from the standard rules most likely
by cobbling together all sorts of options) i am going with only allowing variant
all in all, i like fighters. they can hurt things.
date : 06-30-06 10:33 pm
i allow them to use knowledge (tactics) to counter feints and tumble checks.
i'm totally stealing that for my thread on concentration as a combat skill
(allowing you to perform techniques which carry on through more than one round).
i was going to introduce knowledge (techniques/tactics) as a means to discover the
technique being used by your enemy (so, knowing how much it will take for him to
strike the decesive blow).
author : nyaricus
date : 06-30-06 11:01 pm
i already have tumble be an opposed roll, imgs, so this isn't a problem.
however, know: tatics for feint is a good idea :) thanks for that!
mostly new feats.
add knowledge (nobility and royalty) as a class skill (for war leader types).
grant weapon finesse and expertise at first level instead of armor proficiency.
wacky combat maneuvers (a la book of iron might and iron heroes).
author : arkhandus
date : 07-01-06 05:51 am
so far, my only changes to fighters have been in my rhunaria homebrew and my
aurelia homebrew. to note though, i run 3.0 rules, so a few of my changes may be
redundant in 3.5 (i know at least that knowledge-war is a fighter class skill in
in my rhunaria campaign, fighters get a few tweaks, mostly minor and improving
their options. the greater skills have pleased the group's fighter, and he
doesn't seem to have any problem with continuing in the fighter class except for
the fact that he's been considering using his character's background to try
multiclassing into samurai or the master samurai prestige class.
copied and pasted from my website: "a fighter in rhunaria adds the skills balance
(dex), intimidate (cha), knowledge [war] (int), listen (wis), spot (wis), and use
rope (dex) to their list of class skills. fighters of rhunaria also gain base
skill points of 4 per level instead of 2 per level. rhunarian fighters gain a +1
bonus on all attack rolls, weapon damage rolls, natural weapon damage rolls,
unarmed strike damage rolls, and grapple check damage rolls, once they reach 9th-
level, which increases to +2 at 17th-level. they also increase their base ac by
+1 at 13th-level, and again at 19th-level."
"lastly, fighters add the following feats to their list of selectable bonus feats:
chink in the armor, circle kick, close-quarters fighting, dragon's toughness, dual
strike, dwarf's toughness, flying kick, giant's toughness, greater two-weapon
fighting, hold the line, improved grapple, improved overrun, improved shield bash,
improved sunder, knock-down, multidexterity, off-hand parry, pin shield, power
critical, rapid reload, roundabout kick, sharp-shooting, shield charge, shield
expert, and snatch weapon. the feats flying kick, improved grapple, and
roundabout kick are from oriental adventures. circle kick, close-quarters
fighting, dual strike, hold the line, improved overrun, improved sunder, knock-
down, off-hand parry, pin shield, rapid reload, sharp-shooting, and shield expert
are feats from sword & fist. improved shield bash and shield charge are feats
from defenders of the faith. the feats dragon's toughness, dwarf's toughness,
giant's toughness, greater two-weapon fighting, multidexterity, and power critical
are from masters of the wild. chink in the armor and snatch weapon are feats from
song & silence."
aurelian fighters get a base of 4 skill points per level rather than 2, just like
my rhunarian fighters. their class skills are bluff (cha), climb (str), craft
(int), handle animal (cha), iaijutsu focus (cha), intimidate (cha), jump (str),
knowledge (all creature lore skills, taken individually) (int), knowledge (war)
(int), listen (wis), profession (wis), ride (dex), sense motive (wis), spot (wis),
and swim (str).
an aurelian fighter gets a special prowess fighting style at 5th-level and every 6
additional levels, like 11th and 17th. each of these is applied to a particular
weapon (a different weapon can be chosen each time, but each prowess can only be
applied once to any given weapon), and useable on any round the fighter wields
that weapon, but a fighter can only use one prowess fighting style each round.
the different prowess styles are berserker, deceiver, defender, destroyer,
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