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Third Edition: New And Improved
A friend of mine, (Grey Paladin for you Yaplet users), has begun a project to re-inevent the third edition of Dungeon & Dragons. Making the classes and feats more balanced compared to one another, and a few odds and ends. My
donations to the project have been a good deal of fluff and not much else. I've decided to spread the word of this new project, so I give you: The Fighter Description: Conflict defines existence, and none know it better than the Fighter. With iron will and flashing steel these elite warriors are the lords of battle, beneath their frigid gaze, might and magic wither. On the field of battle, entire armies may break beneath the force of a single demon such as this. These brave souls spend their waking hours in the hell hole of the battle-field, cutting bloody swathes through those unlucky enough to be on the opposing front. But the unequivocal talent of the fighters is hard come by. Their waking hours, those where their skills are not being put to use, are filled with endless drills and workouts. A fighter requires steady nerves and an iron will to manifest his potential. He marshals his movement so rigorously, that his feats of combat may often seem superhuman. The fighter is a true paragon to the common brawler, facing down cavalry charges and rampaging dragons with equal restraint, his is not the work of the common man. The fighter walks along the brink of death every day, the slightest error could send him toppling over into the void. Their rigid skills and discipline are the only things keeping them alive. A fighter who neglects his duties is not long for this life. 1: Rookie ,Force of Will, Bonus Feat 2: Bonus Feat 3: 4: Bonus Feat, 5: 6: Warrior, Bonus Feat 7: 8: Bonus Feat 9: 10: Champion, Bonus Feat 11: 12: 13: 14: Bonus Feat, 15: Avatar of Might 16: Bonus Feat 17: 18:Bonus Feat 19: 20: God of War, Bonus Feat Hit Die: D10 BAB: Full Reflex: Good Will: Good Fortitude: Good Skill Points: 4 Skills: Any 4 NOTE: Damage multipliers from any source except Critical Hits do not apply to attacks effected by or granted through a Fighter class feature . All Fighter class feautres are Exceptional (Ex) unless stated otherwise Force of Will: Discipline is one’s life blood on the battle-field. By keeping their bodies and minds perfectly in check, fighters can spot and easily exploit the tiniest of openings in combat. These feats of intense focus can be used more often as the fighter grows in experience. A fighter has as many uses of Force of Will as he has levels of Fighter, plus the Fighter's Wisdom modifier. By expending a use of Force of Will as a Free Action, a fighter may turn one of his attack rolls or a saving throws into a natural twenty. Attacks must be able to confirm their status as Critical in order to hit automatically (or for Vorpal to trigger), otherwise they may still miss as any other attack. Rookie: Every hero of legends started out at the bottom. These are the lowliest form of fighter. Their training is as of yet incomplete, and without practical experience they will never make it far. These hopefuls perish by the dozen every year, but those who naturally exhibit rigorous power and focus may be on their way to great things. Through dint of long practice, a Rookie is proficient with all simple and martial weapons, as well as every sort of armor and shield. Warrior: These hardy individuals see more bloodshed in horror over the course of a week then many folk can expect to see in their lives. They can casually face down terrors that would leave a lesser man incapacitated. Highly trained professionals, they are the staple of any elite force. During a battle, speed is as vital as power. After enough repetition on the battlefield, these fighters have learned speed’s importance, and can make full attacks as standard actions. Champion: Bastions of power on the battlefield, these steel clad beasts can easily turn the tides of battle. Figures of notoriety in their line of work, many have heard their names. Local rulers squabble over the right to retain these masterful fighters. After so much time on the field of battle, fighters of this caliber have seen the wonders and ruinous power of magic, and have developed techniques to combat it. Champions may expend a Force of Will use in order to roll a saving throw against a spell or magical effect that doesn’t normally allow it. the Fighter ignores the spell's effect on a successful save. (the type of the save should be based on the spell and common sense- this ability can save someone from being trapped in a force cage, but not from a point-blank super-nova) Avatar of Might: Watching these living legends fight is a lesson in humility for the most powerful of men. Their mastery of bringing death is a thing of beauty and awe. Experienced soldiers break at the very sight of them, so well known is their reputation and face. The bards sing of their prowess, and generals dread to hear their names among those of the enemy. After many years of fighting under the worst conditions known to man, an Avatar of Might has been subjected to most anything, and has learned how press on regardless.With long years of training, Avatar’s of Might can bounce back from even the most powerful displays of might and magic. By expending a Force of Will use, they may reroll their saving throw against any and all spells or ongoing effects affecting them (as long as they allowed a Saving Throw in the first place!) . They need not be aware of them or even conscious in order to do this. The above ability may be used once per a round. God of War: Few men have reached this level of mastery. Whether for good or ill, their names will echo down the corridors of history for centuries. At this point, these fighters have transcended the ordinary rules of combat. Taking down armies and cleaving mountains, all this and more is well within the grasp of their awesome might. They have faced down rampaging divinities with an icy coolness, and have cut them down casually. Death seems to avoid these paragons of willpower, or perhaps their skills have gone beyond the limits of their body. Reading the subtlest flows of battle, Fighters of this level may expend a Force of Will use as an Immediate Action in order to avoid any offensive action (Remember that super-nova?). This is a Supernatural (Su) ability. As these warriors raise their weapon, the hourglass of time itself seems to shatter and their motions become a nauseating blurr- their attacks as numerous as the grains of sand hitting the tapestry of reality. Gods of War may make a Full Attack as a Move Action. Bonus Feats: A small arsenal of skills is death against an experianced opponent. Expanding his personal repetoire is a vital part of any fighter's training. The Fighter gains a bonus feat from the list below at first level, and every even level afterwards. |
New&Revised Feats
All feats below can be taken as Fighter Bonus Feats. Each feat replaces all earlier versions. Power Attack [General] Prerequisites: Str 13. Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus or 5, whichever is lower. The penalty on attacks and bonus on damage apply until your next turn. Improved Power Attack [General] Prerequisites: Str 15 , Power Attack ,Warrior Title or Level 10 Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus or 10, whichever is lower. The penalty on attacks and bonus on damage apply until your next turn. Greater Power Attack [General] Prerequisites: Str 17 ,Improved Power Attack ,Champion Title or Level 15 Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus or 15, whichever is lower. The penalty on attacks and bonus on damage apply until your next turn. Supreme Power Attack [General] Prerequisites: Str 19 ,Greater Power Attack ,Avatar of Might title or level 20 Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. Transcendent Power Attack [General] Prerequisites: Str 21 ,Supreme Power Attack ,God of War title Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add twice that number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. Cleave [General] Prerequisites: Str 13, Power Attack Benefit: Whenever you drop a creature to 0 or less Hit Points, you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round. Great Cleave [General] Prerequisites: Str 17, Cleave, Warrior Title or level 10 Benefit: Whenever you drop a creature to 0 or less Hit Points, you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. Supreme Cleave [General] Prerequisites: Str 21, Improved Cleave, Champion Title or level 15 Benefit: Whenever you drop a creature to 0 or less Hit Points, you get up to two immediate, extra melee attacks aimed at two other creatures within reach. You may take a 5-foot step before making these extra attacks. The extra attacks are made with the same weapon and at the same bonus as the attack that dropped the previous creature. Combat Expertise [General] Prerequisites: Int 13. Benefit: When you use the attack action or the Full Attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a Dodge Bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. Improved Combat Expertise [General] Prerequisites: Int 15, Combat Expertise ,Warrior Title or Level 10 Benefit: When you use the attack action or the Full Attack action in melee, you can take a penalty of as much as -10 on your attack roll and add the same number (+10 or less) as a Dodge Bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. Greater Combat Expertise [General] Prerequisites: Int 17, Improved Combat Expertise, Champion Title or Level 15 Benefit: When you use the attack action or the Full Attack action in melee, you can take a penalty of as much as -15 on your attack roll and add the same number (+15 or less) as a Dodge Bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. Supreme Combat Expertise [General] Prerequisites: Int 19, Greater Combat Expertise, Avatar of Might Title or level 20 Benefit: When you use the attack action or the Full Attack action in melee, you can take a penalty of as much as -20 on your attack roll and add the same number (+20 or less) as a Dodge Bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. Transcendent Combat Expertise [General] Prerequisites: Int 21, Supreme Combat Expertise,God of War Title Benefit: When you use the attack action or the Full Attack action in melee, you can take a penalty of as much as your level on your attack roll and add twice this number as a Dodge Bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. Combat Reflexes [General] Prerequisites: Dex 13 Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity Modifier. With this feat, you may also make attacks of opportunity while flat-footed Improved Combat Reflexes [General] Prerequisites: Dex 17, Combat Reflexes, Warrior Title or level 10 Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity Modifier*2. With this feat, you may also make attacks of opportunity while flat-footed Supreme Combat Reflexes [General] Prerequisites: Dex 21, Improved Combat Reflexes, Champion Title or level 15 Benefits: You may make a number of additional attacks of opportunity equal to your Dexterity Modifier*3. With this feat, you may also make attacks of opportunity while flat-footed Dodge [General] Prerequisites: Dex 13. Benefit: During your action, you designate an opponent and receive a +1 Dodge Armor Class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses Improved Dodge [General] Prerequisites: Dex 15, Dodge, Warrior Title or Level 10. Benefit: During your action, you designate up to two opponents and receive a +2 Dodge Armor Class against attacks from them. You can select new targets every action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses Greater Dodge [General] Prerequisites: Dex 17, Improved Dodge, Champion Title or Level 15. Benefit: During your action, you designate up to four opponents and receive a +3 Dodge Armor Class against attacks from them. You can select new targets every action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses Supreme Dodge [General] Prerequisites: Dex 19, Greater Dodge, Avatar of Might Title or Level 20. Benefit: During your action, you designate up to 8 opponents and receive a +4 Dodge Armor Class against attacks from them. You can select new targets every action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses Transcendent Dodge [General] Prerequisites: Dex 21, Supreme Dodge, God of War Title Benefit: Gain a +5 Dodge bonus to AC. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses Great Fortitude [General] Prerequisites: None Benefit: Gain a +2 bonus to all Fortitude Saving Throws Improved Great Fortitude [General] Prerequisites: Con 13 , Great Fortitude, Warrior Title or Level 10 Benefit: Gain a +4 bonus to all Fortitude Saving Throws Supreme Fortitude [General] Prerequisites: Con 15 , Improved Great Fortitude, Champion Title or Level 15 Benefit: Gain a +8 bonus to all Fortitude Saving Throws, and you do not automatically fail on a roll of one. Iron Will [General] Prerequisite: None Benefit: Gain a +2 bonus to all Will Saving Throws Improved Iron Will [General] Prerequisites: Wis 13 , Iron Will, Warrior Title or Level 10 Benefit: Gain a +4 bonus to all Will Saving Throws Supreme Will[General] Prerequisite: Wis 15 , Improved Iron Will, Champion Title or Level 15 Benefit: Gain a +8 bonus to all Will Saving Throws, and you do not automatically fail on a roll of one. Lightning Reflexes [General] Prerequisites: None Benefit: Gain a +2 bonus to all Reflex Saving Throws Improved Great Fortitude [General] Prerequisites: Dex 13 , Lightning Reflexes, Warrior Title or Level 10 Benefit: Gain a +4 bonus to all Reflex Saving Throws Supreme Fortitude [General] Prerequisites: Dex 15 , Improved Great Fortitude, Champion Title or Level 15 Benefit: Gain a +8 bonus to all Reflex Saving Throws, and you do not automatically fail on a roll of one. More to Come! |
I could be wrong, and if that's the case I am sorry, but I was under the impression that all of the Third Edition classes were pretty balanced already.
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That's all just stuff that came to my mind immediately. Yeeeeeah I think it may need some work. |
Riposte
Tev: Wizards can do anything any other class does. Better.
Critical Confirmation: You are correct- I should specify this ability cannot be used to Confirm criticals Auto-Spell Success: A limited number of times per a day, compared to DC 26 Save-or-die at level 6. remember this class is balanced against optimized Wizards. Rerolling: You could have underestimated the opponent's attack or suffer a lot of status effects. Uncounciousness: This applies to on-going effect so . . sleep walking? Two Full Attacks: To keep up with 500 Damage orbs, yeah. Feat Chains: 'All feats below can be taken as Fighter Bonus Feats. Each feat replaces all earlier versions.' |
Well, this seems pretty interesting. So you're basically going to slightly improve every class except for wizards because wizards are broken, or what? Because I like the Force of Will concept, but it does seem a little... heavy. For one thing, you need to add how often the Forces of Will can be used. It just says "One per level of the fighter, plus the wisdom modifier", not whether it's per day or per encounter or what.
Also, assuming it's per day, that means that a God of War can automatically avoid at least 20 attacks per day AUTOMATICALLY. So... a Level 20 fighter is nearly impossible to kill EVER unless you have everybody attacking them at once. |
Everybody knows that a party made of 2 monks and 2 clerics will kill anything in D&D3
....anything. Also, this is just about tweaking the D&D3 system or is he going deep on it's modifications? One of the things i did with my party was that i allowed them to purchase power ups using XP, so people could buy a new skill, skill level, attribute point, feats and even a +5 boost on HP or a 1 point bonus to natural AC All i really had to do was to increase the mobs a bit, which made the game harder, but also more fun as the characters became very customizable. |
2 monks and 2 clerics? Try an artificer, a wizard, a druid, and a cleric. Archivist can also be included, as can erudite. Roughly 125% Wealth by Level, two CoDzillas, and a God.
Tier 1 is crazy. For the record, the classes above are all tier 1. Basic Fighter is about tier 5. |
What the bloated fuck is an artificer? Is that one of those prestige classes? Because if so I don't think it should be able to count on the tier list. There are some seriously broken prestige classes...
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Eberron Campaign Setting. It's actually quite a fun class. And PrCs don't get onto the tiers. Otherwise Incanatrix would have it's own tier.
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