Hallo zusammen,
wie es auch hier allgemein anerkannt ist, ist der Kämpfer entweder broken (Karmic Leaping Trooper), oder einfach zu schwach. Den Grund sehe ich darin, dass alle anderen Klassen ihre Klassenfertigkeiten bekommen, und dann noch schön ihre Talente verwenden können, während durch den allgemeinen Powercreep (Stichwort Warblade) der Kämpfer noch nicht mal mit all seinen Talenten mithalten kann, und weiter hat er eh keine Klassenfähigkeiten.
Ich habe mich dann einmal hingesetzt, und den Kämpfer mit dem Warblade, seinem praktischen Nachfolger, verglichen.
Ergebnis: Der Warblade kann alles, was der Kämpfer kann, und zwar meist auch noch besser: TW, Stances, Maneuvers, alles besser, und er kriegt auch noch bonus feats, die er wie ein Kämpfer -2 Stufen verteilen kann. Nur so als Beispiele.
Auch der Crusader aus dem selben Buch(Tome of Battle) schlägt den Kämpfer, wenn auch nicht um solche Lichtjahre wie der Warblade.
Hier habe ich eine überarbeitete Version des Kämpfers mit anderer Skill-Liste und Talentverteilung sowie einige neue Talente, zu denen ich gerne eure Meinung hören würde. Sie ist auf Englisch, bitte entschuldigt das, aber einige Talente wurden von den Dicefreaks übernommen, allerdings von mir etwas modifiziert.
(Dicefreaks sind im low-level-Bereich etwas schwach im Balancing, wie ich erfahren habe)
Dazu möchte ich gerne eure Meinung hören, um das Ganze balanced zu bekommen.
Fighter:
4+int mod skill points.
Class skill list
Balance, Climb, Craft, Handle Animal, Intimidate, Jump, Knowledge (history), Knowledge (local), Profession, Ride, Sense Motive, Spot, Swim, Tumble
At 1st level, the Fighter gains Weapon Aptitude as a Warblade.
No other changes.
Fighter Bonus feats: one additional bonus feat every third level (3, 6, 9 etc.)
Armor Mobility [General]
Prerequisites: Dex 15,
Benefit: The maximum Dexterity bonus of the heavy armor you are proficient with is raised by +2 when you wear it.
Greater Weapon Mastery [Fighter]
Prerequisites: Greater Weapon Focus, Greater Weapon Specialization, Weapon Focus, Weapon Mastery, Weapon Specialization, fighter level 16th.
Benefit: The character doubles the damage dice when rolling for base damage with the given weapon. Example: A medium sized longsword deals 2d8 damage base while a medium sized greatsword deals 4d6 damage.
This does not affect bonus dice such as that from sneak attack, a flaming weapon, or anything similar.
High Weapon Mastery [Fighter]
Prerequisites: Greater Weapon Focus, Greater Weapon Mastery, Greater Weapon Specialization, Weapon Focus, Weapon Mastery, Weapon Specialization, fighter level 18th.
Benefit: You make iterative attacks as a -4 penalty with your chosen weapon. This allows you to make 5 attacks as a full round action.
Improved Dodge [General]
Prerequisites: Dex 17, Dodge, Lightning Reflexes, Mobility.
Benefit: You may designate one opponent against whom you gain a +3 dodge bonus to your Armor Class. You may also designate a second opponent as described for “Dodge”, gaining the same bonus. If both of your designated opponents flank you with each other, they gain no benefit from it at all (no sneak attack, no attack bonus).
Invincible [General]
Prerequisite: Con 13, Diehard.
Benefit: You do not die until your negative hit points equal your Constitution score. You do not fall unconscious if reduced to zero or less hit points, but you bleed normally and die instantly if you fall below your constitution score.
Normal: You die when your hit point total reaches -10, and fall unconscious if falling below zero.
Shield Master [General]
Prerequisites: Dex 13, Combat Expertise, Shield Specialization, base attack bonus +10.
Benefit: When wielding a shield and taking the penalty to attack bonus to use Combat Expertise, the character gains an additional +3 dodge bonus to Armor Class, for example, taking a -1 penalty on your attack roll would result in a +4 dodge bonus. He may still only take up to a -5 penalty.
Two-Weapon Disarm [General]
Prerequisites: Dex 19, Combat Reflexes, Improved Disarm, Two-Weapon Fighting.
Benefit: When attempting to disarm an opponent while wielding two-weapons (but not a double weapon), you may sacrifice one of your off-hand attacks to gain a +2 bonus to your disarm attempts. You may sacrifice more than one attack per round, or per disarm attempt. Doing so will grant a +2 bonus per attack sacrificed per disarm attempt. i.e. Griff has Greater Two-Weapon Fighting and is attempting to disarm his opponent. On his first melee attack, he sacrifices one of his off-hand attacks for a +2 bonus to the roll. The disarm fails, but he was not in turn disarmed. Therefore, on his second melee attack, Griff sacrifices his last two off-hand attacks for a total +4 bonus to his disarm attempt. This bonus stacks with that gained from Improved Disarm.
Normal: You would be able to make additional disarm attempts with your off-hand attacks, but only gain the +4 bonus from Improved Disarm.
Two-Weapon Parry [General]
Prerequisites: Combat Expertise, Two-Weapon Fighting, base attack bonus +10.
Benefit: When the character takes a penalty to his attack bonus to use Combat Expertise while wielding a weapon in his off-hand, he gains an extra +3 dodge bonus to Armor Class. He may still only take up to a -5 penalty.
Vorpal Charge [General]
Prerequisites: Improved Critical, Spirited Charge, Ride 8 ranks, base attack bonus +12.
Benefit: If you score a critical hit during a mounted charge attack while wielding a slashing weapon, the victim must roll a Fortitude save (DC 10 + 1/2 HD + Strength modifier) or be treated as though the strike was made with a vorpal weapon. If the weapon you're striking with is already a vorpal weapon, the DC is increased by +5.
Special: This ability only affects creatures of up to the same size as the mount of the creature using it. A flying mount counts as two sizes larger for purposes of this feat.
Weapon Mastery [Fighter]
Prerequisites: Greater Weapon Focus, Greater Weapon Specialization, Weapon Focus, Weapon Specialization, fighter level 14th.
Benefit: The character may make an iterative attack with the selected weapon when using a standard action to attack with the weapon. In effect, they may make two attacks as a standard action.
Awesome Whirlwind[Fighter]
Prerequisites: Whirlwind attack, Power Attack, Str 19+.
You can send your enemies reeling when you execute a whirlwind attack. Each opponent hit by your whirlwind attack has to succeed on a ref save (DC = damage) or gets hurled away 10 feet an land prone. This works for opponents up to one size category larger than you. If an obstacle prevents your opponent from travelling the full 10 feet both opponent and obstacle take 1d6 points of damage. If you use a twohanded weapon, your save DC increases by 2.
Master of Maneuvers[Fighter]
Prereqs.: Any 2 of the following: Improved trip, disarm, sunder, bull rush, feint, grapple; Fighter level 8th.
You do not incur any attacks of opportunity for employing maneuvers which would benefit from any of the prereq feats, and gain all other benefits of the prereq maneuvers(for instance, a bull rushed opponent can’t choose to let you pass). You do not gain a bonus on opposed checks or anything similar, however. You are not treated as having these feats. Feint uses your BAB instead off your bluff skill rank.
This feat can be taken twice. If you take this feature a second time, you gain a +1 bonus on all relevant d20 rolls of any of the above maneuvers and count as having all the prereq feats for the sake of qualifying for other feats or prestige classes.
Flick of the Wrist[Fighter]
Prereqs: Mageslayer, Combat reflexes, Fighter lvl. 9th.
You can execute Attacks of Opportunity normally against quickened spells, swift spells and immediate spells.
Fighting style feats:
Rain of Spears[Fighter]
Prereqs.: BAB +10, improved critical[any reach: 3m piercing or slashing weapon which can’t be used to attack adjacent targets]
Whenever you score a critical hit with the weapon for which you have the imp. Crit feat to qualify for this feat, you get an instant bonus attack against your target with the same attack bonus as the critical attack.
Driving blow[Fighter]
Prereqs.: BAB +8, weapon focus[any bludgeoning weapon which can be used for power attack], Power attack.
Whenever you power attack with the weapon which is used in the Weapon Focus feat qualifying for this feat for at least 4 points of attack bonus, a successful hit drives your enemy 1d6x5 feet back in a straight line, if it is up to 2 size categores larger than you and fails a fort save (DC = damage dealt). The movement backwards draws attacks of opportunity as normal.
Edit: Modifikation an Flick of the Wrist