After level 12, fighter doesn't seem to offer much (weapon supremacy at level 18, but that is about it). These are made in the spirit of encouraging more fighter levels and giving some boons for taking more fighter levels.
Changes:
Multiattack automatically gained at fighter 28.
A special form of expose weakness automatically gained at fighter 30. This expose weakness has double the cooldown (12 seconds instead of 6 seconds), but its DoT damage is based on the greater of your STR or DEX.
These two are to give fighters who go pure a little something for the trouble. They gain a good (+3) AB boost on their subsequent attacks, and they gain a way to hit high value targets and better support the team.
New Feats:
Superior Two Weapon Defense:
Requires: Improved Two Weapon Defense, Fighter 15.
The shield AC bonus from your two weapon defense feats are doubled.
Activation: Automatic.
Supreme Two Weapon Attack:
Requires: Greater Two Weapon Fighting, Fighter 15.
When you are dual-wielding a weapon, you gain +2 AB on your attacks.
Activation: Automatic
Sword and Board:
Requires: Shield Bash, Weapon Focus (Any one handed weapon).
When you wield a one handed weapon and a shield, you gain an extra attack with your shield and with your weapon (stacks with haste).
Activation: Automatic
Bloody Slice:
Requires: Fighter 17.
When you attack, you deal half your normal damage. If your target is not immune to critical hits, each of your hits deals (fighter/3+(Higher of STR or DEX) modifier) damage for 2 rounds. This damage is not subject to damage resistance. This only works if you deal slashing damage. This works with ranged weapons as well as melee, if your ammo has bonus damage: slashing.
Activation: Mode
Sundering Blow:
Requires: Fighter 21.
When you strike an enemy with this blow, that enemy has its AC and Saves reduced by (1*BAB/5) for 2 rounds. This ability has a 3 round cooldown. This is a full round action. This only works if you deal bludgeoning damage. This works with ranged weapons as well as melee, if your ammo has bonus damage: bludgeoning or is bullets.
Activation: Selected
Punctured Wounds:
Requires: Fighter 19.
When you strike an enemy with your attack, you easily pierce into their flesh and deal deep wounds. Each attack has a 20% chance of reducing the enemy's health by 5% of their remaining health. This works with ranged weapons as well as melee, if your ammo has bonus damage: piercing or is either arrows, axes, or throwing stars.
Activation: Selected.
Greater Weapon Supremacy:
Requires: Weapon Supremacy, Fighter 21.
You gain a +2 AB bonus and a +2 Dodge AC bonus.
Activation: Automatic
Epic Weapon Supremacy:
Requires: Weapon Supremacy, Fighter 24.
You gain a +3 AB bonus and a +3 Dodge AC bonus.
Activation: Automatic
Faith Warrior:
Requires: True Believer, Weapon Supremacy
You fight with zealous conviction in your heart, gaining +2 AB and +2 Damage when you use your god's favored weapon. If you have Divine Champion levels, you gain an additional +2 AB and +2 more damage. If you have Sacred Vow, you gain an additional +1 AB and +1 more damage. You must have at-least 2/3 levels in fighter or this feat will not function.
Activation: Automatic
Supreme Toughness:
Requires: Epic Toughness I, Epic Damage Reduction 3/-
You gain 2 DR/- for every Epic Toughness Feat you have, and 20 HP for every Epic Damage Reduction feat you have. In addition, you gain 1 DR/- and 10 HP.
Activation: Automatic
Mettle:
Requires: Fighter 25, Steadfast Determination, Epic Will and Epic Fortitude
You can shrug off effects that would otherwise harm you. If you make a successful Will or Fortitude saving throw that would normally reduce the spell's effect, you suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial", "Fortitude half," or similar entries can be negated through this ability.
Activation: Automatic
Supreme Dodge:
Requires: Fighter 25, Dodge, Epic Reflexes
You gain +2 Dodge AC while dodging (Dodge Feat). In addition, you can shrug off effects that would otherwise harm you. If you make a successful Reflex saving throw that would normally reduce the spell's effect, you suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Reflex partial", "Reflex half," or similar entries can be negated through this ability.
Activation: Automatic
Battlefield Intimidation:
Requires: CON 21, STR 21, Intimidate 24
You can use your well-built and unhinging figure to stop fights before they even start. You inspire fear in near-by enemies, forcing a will save (DC=10+1/2 STR Mod+1/2 CON Mod+1/3 Intimidate). If enemies fail, they are feared for 1 round for every 3 ranks of intimidate you have. This ability has a 5 minute cooldown.
Activation: Selected
Grapple:
Requires: 10 BAB
You roll (1d20+(Higher of STR or DEX) mod) against the enemy's (1d20+(Higher of STR or DEX) mod). If you succeed, both the enemy and yourself are entangled together. The enemy can continue to roll subsequent rolls until they break free, and cannot use spells with somatic components or go into stealth mode until they break free. The enemy can still cast "still spells". When attacking the grappled enemy, you lose 5 AB and you are both considered flat-footed.
Use: Selected
Improved Grapple:
Requires: Grapple
You gain a +2 on your grapple roll and the enemy can only roll a 1d10 instead of a 1d20.
Use: Automatic
Epic Grapple
Requires: Improved Grapple, 21 DEX OR 21 STR
After one round of successful grappling, you deal 5 extra damage against the enemy. Three rounds of successful grappling later, you deal 10 extra damage. This damage keeps increasing by 5 every 3 rounds of successful grappling, to a max of 25 extra damage.
Use: Automatic
Throttle:
Requires: Improved Grapple, Improved Unarmed Attack
If you grapple the enemy while unarmed, instead of attacking them like normal, you also wrap your hands around their vital breathing organs. While attacking a grappled target, you can use this ability.
The next round, instead of attacking, they must roll 1 fortitude save (DC=10+(Higher of STR or DEX) mod+1/2 fighter+1/2 monk+fist of the forest levels) for every 2 attacks you have. If every time they fail, they lose 10% of their max HP. You gain a +3 to your DC if you have Epic Grapple and +1 to your DC for every 10 monk levels you have. This ability does not effect enemies who do not need to breath. You must be grappling a target to use this ability. You cannot attack while throttling and you have -6 AC.
Use: Selected.
Unarmed Fighter:
Requires: Monk 5, Fighter 6, Weapon Mastery: Unarmed
Your fighter levels stack with your monk levels for the purpose of determining your unarmed damage.
Use: Automatic.
Some Fighter/Combat Feat Suggestions:
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- metaquad4
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Some Fighter/Combat Feat Suggestions:
Last edited by metaquad4 on Tue Aug 22, 2017 11:49 pm, edited 14 times in total.
aka aplethoraof (on discord too)
- Jepop
- Posts: 151
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Re: Some Fighter/Combat Feat Suggestions:
Solid ideas. Fighters could use some love!
Lerbo Nuggetneck- Svirfneblin Miner and Fisherman
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Harjo Crimsonhart- Dead?
Rikki Richfoot- Hin Locksmith and Appraiser
Harjo Crimsonhart- Dead?
- kkrazlite
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Re: Some Fighter/Combat Feat Suggestions:
Some of these. . . are actually pretty good suggestions!
I like the grappling one.
I like the grappling one.
Royalty? No it was simply an Election.
Player 1 Select Your Character:
Lo' - The Waunderer of Shou Lung
Aeb'el - Lord Cold Circle, Temple of the Great Blizzard
Player 1 Select Your Character:
Lo' - The Waunderer of Shou Lung
Aeb'el - Lord Cold Circle, Temple of the Great Blizzard
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Kagger911
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Re: Some Fighter/Combat Feat Suggestions:
WHOOOOOOOOO!!!
Kagger Redyard
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http://www.urbandictionary.com/define.php?term=kagger
"Finally found where I belong."
Amabiro "Shekels" Shyste
"How can I be of service today?"