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[Pathfinder RPG] Rewritten Base Classes: Fighter and Berserker

Started by Stiqqery, May 30, 2014, 09:00:44 PM

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Stiqqery

As part of a project to write the base classes more or less from scratch, I'd like to introduce my first two efforts at base class writing: the (new) Fighter and the Berserker. They're rough and I'd be appreciative of any and all criticism.

For clarification, these classes are designed primarily for use with Pathfinder, though I imagine they're usable for 3.5 also. The Fighter is meant to replace the existing Fighter (obviously) and the Berserker is meant to replace the Barbarian, taking a more generic theme rather than explicitly being from the wilderness, though elements of that old Barbarian are there.

If I get around to posting any of my house rules I'll probably post an update of them with changes made.

NOTE: These classes may appear to have unusually high skill points. This is largely because I am not going to be using the lowest skill point progression (2 + int) at all in any of the classes I design; I feel low skill points tends to cause a lot of problems without actually contributing much to game balance.

Fighter

Spoiler
FOREWORD: PARRY BONUS

A parry bonus to Armor Class is a named AC bonus that, like most named bonuses, does not stack with other identically-named bonuses. A parry bonus to armor class applies only to attacks originating from within your reach, meaning that you must be within range of your melee attack; it represents your ability to deflect oncoming hits with your weapon or your body; it is ineffective against fast-traveling projectiles, such as arrows.

In such a case as you don't wish to use parry bonuses, use shield bonuses instead.

---

Base Attack Bonus, Saving Throws, Class Skills, Proficiencies, Hit Points, and Alignment are identical to the fighter from the PRD. Skill points are 6 + Int per level.

Class Features are as follows:

1.     Combat Expertise
2.     Bonus Feat, Bravery +2, Combat Reflexes
3.     Armor Training 1
4.     Bonus Feat
5.     Weapon Training 1
6.     Bonus Feat, Bravery +3, Disruptive, Warrior's Vigilance 1
7.     Armor Training 2
8.     Bonus Feat
9.     Weapon Training 2
10.    Bonus Feat, Bravery +4, Spellbreaker, Warrior's Vigilance 2
11.    Armor Training 3
12.    Bonus Feat
13.    Weapon Training 3
14.    Bonus Feat, Bravery +5. Tireless Vigilance, Warrior's Vigilance 3
15.    Armor Training 4
16.    Bonus Feat
17.    Weapon Training 4
18.    Bonus Feat, Bravery +6, Warrior's Vigilance 4
19.    Armor Mastery, Armor Training 5
20.    Bonus Feat, Weapon Mastery

Combat Expertise: The fighter gets Combat Reflexes as a bonus feat, even if he does not normally meet the prerequisites. The fighter is treated as having at least 13 intelligence for the purpose of taking feats that have Combat Expertise as a prerequisite.

Bonus Feat: At 2nd level, and every two levels thereafter (4, 6, 8, 10, 12, 14, 16, 18, 20), a fighter gains a feat of their choosing from the list of Combat feats. They must still meet all prerequisites of that feat.

Bravery (Ex): at 2nd level, the fighter gains a +2 to Will saves against all Fear effects. This bonus increases every four levels thereafter (6, 10, 14, 18) to a maximum of +6 at 18th level.

Armor Training (Ex): At 3rd level, and every four levels thereafter (7, 11, 15, 19), the fighter reduces the total armor check penalty of all of all armor he wears by one, up to a total of 5 less armor check penalty at 19th level. Additionally, the fighter adds their armor training bonus to their maximum dexterity bonus for Armor Class and Reflex. Fighters can move at full speed even in medium armor starting at 3rd level, and can move at normal speed in heavy armor starting at 7th level.

Weapon Training (Ex): at 5th level, the fighter selects a weapon group (see PFSRD) to specialize in. A fighter gains +1 to all attack and damage rolls with that weapon group, and becomes proficient with any weapons in that weapon group they aren't already. Additionally, the fighter gains this bonus to defenses against being disarmed. Every four levels thereafter, (9, 13, 17), these bonuses all increase by 1. At 13th level, the fighter may select a second weapon group, which receives the full benefits of their Weapon Training.

Disruptive (Ex): At 6th level, the fighter receives Disruptive as a bonus feat.
   
Warrior's Vigilance (Ex): Beginning at 6th level, the fighter begins to master battlefield control. When a fighter is standing within his attack reach of an ally, that ally receives a +1 parry bonus to Armor Class. This bonus increases every four levels thereafter (10, 14, 18) to a maximum of +4. Additionally, attacking an ally benefiting from Warrior's Vigilance while standing within the fighter's attack reach provokes an Attack of Opportunity from the fighter.

Spellbreaker (Ex): At 12th level, the fighter gains Spellbreaker as a bonus feat.
   
Tireless Vigilance (Ex): at 14th level, the Fighter becomes a dangerous hazard to any foes nearby. Taking a 5-foot step or withdrawing as a standard action provokes an attack of opportunity from the fighter. A creature taking a full-round action to withdraw is protected from an attack of opportunity when leaving the first square, as normal.

Armor Mastery (Ex): The fighter's vigilance becomes their greatest defense. Starting at 19th level, a fighter with at least a +1 armor, shield, or natural armor bonus to AC may negate one successful melee attack made within his attack reach. This attack must target the fighter and the fighter must not be flat-footed against the attack.

Weapon Mastery (Ex): at 20th level, the fighter becomes a combatant to be reckoned with. A fighter gains special benefits when using a weapon benefittng from their Weapon Training ability; under such conditions the fighter cannot be disarmed, and automatically succeeds on rolls to confirm critical hits.

Berserker

Spoiler
Base Attack Bonus, Saving Throws, Class Skills, Proficiencies, and Hit Points are identical to the barbarian from the PRD. Skill points are 6 + Int per level. Alignment is any.

Class Features are as follows:

1.    Power Attack, Wildheart
2.    Uncanny Dodge, Bonus Feat
3.    Mighty Swing +1
4.    Howl of Fury
5.    Fast Movement 5, Improved Uncanny Dodge
6.    Bonus Feat
7.    Mighty Swing +2, Pugilist
8.    Devastating Charge
9.    Fast Movement 10, Relentless Pursuit (Climb)
10.  Bonus Feat
11.  Brutal Swing, Mighty Swing +3
12.  Untamed Heart
13.  Fast Movement 15, Relentless Pursuit (Swim)
14.  Bonus Feat
15.  Mighty Swing +4
16.  Howl of Terror
17.  Fast Movement 20,
18.  Bonus Feat
19.  Mighty Swing +5
20.  Overwhelming Power

Power Attack: A berserker receives Power Attack at first level, even if they do not meet the prerequisites.  This confers no other benefits, and does not allow the berserker to take feats with Power Attack as a prerequisite without also having the requisite 13 strength.

Wildheart (Ex): A berserker who is wearing no heavier than medium armor receives a +2 morale bonus to Will Saves. This bonus increases to +4 if the berserker has no armor bonus from any source. The berserker may still have a natural armor bonus or a shield bonus without invalidating the +4 bonus.

Uncanny Dodge (Ex): At 2nd level, a berserker gains the ability to react to danger before their senses would normally allow them to  do so. They cannot be caught flat-footed, even if the attacker is invisible. They still lose their Dexterity bonus to AC if immobilized. A berserker with this ability can still lose their Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a berserker already has uncanny dodge from a different class, they automatically gain improved uncanny dodge (see below) instead.

Bonus Feat: At 2nd level, and every four levels thereafter (6, 10, 14, 18), a berserker gains a feat of their choosing from the list of Combat feats. They must still meet all prerequisites of that feat.

Mighty Swing (Ex): At 3rd level, a berserker gains a +1 to all attack and damage rolls with melee and thrown weapons. This bonus increases by 1 every four levels (7, 11, 15, 19) to a maximum of +5 at 19th level.

Howl of Fury (Ex): At 4th level, a berserker can emit a blood-boiling roar or a commanding shout. Once per encounter, the berserker may make a single Intimidate check to demoralize foes, and the effect resolves against all valid targets within 30 feet.

Fast Movement (Ex): Beginning at 5th level, a berserker who is at medium encumbrance or lighter and wearing medium armor or lighter receives a +5 bonus to all of their existing movement speeds. This bonus stacks with all other movement speed increases. At every four levels thereafter (9, 13, 17) this bonus increases by 5, to a maximum of +20 feet per round at 17th level

Improved Uncanny Dodge (Ex): At 5th level and higher, a berserker can no longer be flanked. This defense denies a rogue the ability to sneak attack the berserker by flanking her, unless the attacker has at least four more rogue levels than the target has berserker levels.

Pugilist (Ex): At 7th level, a berserker gains Improved Unarmed Strike as a bonus feat. If the berserker already has Improved Unarmed Strike, or acquires that feat later, their unarmed strikes deal damage as a creature one size category larger than the berserker. Additionally, a berserker deals their Unarmed Strike damage upon a successful Bull Rush or Overrun maneuver, in addition to the original effect.

Devastating Charge (Ex): At 8th level, a berserker deals double damage on a successful Charge attack. If the berserker receives multiple attacks during a charge, this multiplier only applies to the first attack. If the berserker scores a critical hit while performing a Devastating Charge, increase the Berserker's critical hit multiplier by 1 instead.

Relentless Pursuit (Ex): At 9th level, a berserker gains a 10 foot climb speed, or gains +10 to their base climb speed, to a maximum of the berserker's base land speed. At 13th level, the berserker gains a 10 foot swim speed, or gains +10 to their base swim speed, up to a maximum of the berserker's base land speed. These movement speeds both benefit from the berserker's Fast Movement bonus. As normal, a climb speed grants a berserker a +8 on all climb checks, and a swim speed grants a berserker a +8 on all swim checks.

Brutal Swing (Ex): At 11th level, a berserker adds double their strength bonus to damage rolls when two-handing a weapon, in    place of the normal one-and-a-half times their strength bonus.

Untamed Heart (Ex): At 12th level, a berserker under a compulsion effect may force a saving throw to maintain the compulsion effect   at the end of their turn every round.

Howl of Terror (Ex): At 16th level, a berserker's Howl of Fury range expands to 60 feet. Additionally, on a successful Intimidate check to demoralize the enemy, all targets are Panicked for the duration instead of Shaken.

Overwhelming Power (Ex): At 20th level, a berserker utilizing Power Attack ignores hardness and damage reduction.