Hmm... One thing I'm desperate to add is "Surprise lunge" to that revision.
Yeah, I like that ability too. I could see working it in.
Do you mind if I try to amalgamate the two?
If not do you think you could work surprise lunge into the above build.
Certainly. Go for it. I didn't think I got it 100% right this time, but I wanted to take it in the direction I thought it should go. This is a colaborative effort.
I think Foil should be 11th level, switching places with True Grit. It's a very
I could see doing that. 9th level is high enough to keep True Grit out for dipping purposes anyway.
Either way, 20th level needs some awesome ability. For example, toss him a reach increment. I think he could get two reach increments, actually - reach is a very powerful thing and very "in flavour" for a Fighter. It makes sense that a more experienced Fighter can affect opponents further away by using weapons in a more optimal way. For example, 10 and 20 could get a 5' reach increment to the character's natural reach. This also sets a precedent for Epic Fighters to get a reach increment.
I agree with the idea of a good cap 100%. I almost put a disclaimer in my latest version asking for advice on this. I've yet to think of whaty they should get.
hake It Off seems just right for a Fighter - a great defensive boost that's not like to make Fighters broken, but does make them more durable in the face of magic. I'd personally make it a Standard Action - that allows spending a move the same turn to GTFO, since something like a Stun is like to put you in a very precarious position. Not to mention, jumping straight from a Full-Round to Move seems weird to say the least. Since the ability requires the Fighter to succeed a saving throw though, it seems just fine. Maybe give the Fighter increasing bonuses to the saving throw each time he tries to use the ability? Like +1 on the first, +2 on the second and so on? That would make it very possible for a Fighter to shake off spells cast by focused Wizards, but only given enough time.
I could drop it to a standard action. The original full-round action write-up was due to the fighter automatically dropping the effect. My first version didn't involve a save. And you're right that it's a more logical progression to drop to a move action that way with the Greater version.
I like the cumulative bonuses too. That way, the fighter can keep blowing action after action if he needs. If the fighter is completely stuck by the effect, this gives him a better chance of getting out. If he's only hindered, now he has to make the choice of whether or not to blow a standard action. I think this is pretty balanced!
Well, in a fighter fix I posted over a year ago, that's what I did. I handed out Weapon Aptitude at 1st level, and forced the first feat to be Weapon Focus. If the rest of the class is good enough, this might not be a bad move. Also, per the Skills & Feats thread, I'm wrapping the four focus and specialization feats into one anyway.
Do you have any ideas? I know that Squirlloid had some in his version. Also, perhaps expanding the fighter-feats could do this. I know Rich Burlew posted several armor focus and specialization feats on GiantITP.