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Canon is also our common denominator. If you start citing crazy examples, and then say "in my home campaign", we can all agree it's off the common ground.
So, yeah, canon has to stay canon for internet common ground. You're always welcome to change what you like, but there MUST be a common baseline everyone can refer to.
the 'adjacent' language is the killer for Shake it off.
A combat rarely stays with adjacent. Someone with a Pet could use the feat reliably, as they could simply have their familiar stay next to them.
Another PC? Running all over the place? Vastly diminished utility. They would have to extend the range significantly to make it worthwhile.
A note: Blaster style is only weak if a non-blaster build uses it.
A blaster build, optimized to deal damage, can solve many, many encounters by the expedient power of Making Them Dead.
Its poo-pooed because your average mage, swapping spells in and out to deal with situations, will SUCK at blasting. His power comes from the spells applied to a problem, NOT from hurling huge blasting magic at something.
1) You need a level in Sorcerer. Preferably dual blooded orc/draconic or Orc/Elemental, with a Varisian Tattoo. These bloodlines grant MAJOR damage bonuses to blasting spells. You need that damage boost to be a good blaster. THEN, take your Admixture wizard to the top.
2) You want caster level bonuses to the spell you will use. Varisian Tattoo gets you back to par, spell spec gives you +2. With a dual bloodline, +2 CL is also +4 damage.
3) You don't have to blast. With spell spec, you can sack a general control spell for your blasts. So, you have all the versatility of any normal mage IF YOU WANT TO PLAY THAT WAY.
4) Your goal for all practical purposes is Fireball. The feats you are going to want are Energized, Empowered, Maximized, Quickened, and Dazing. IF you are allowed to take both Magical Lineage and Wayang Spellhunter, you get Empowered for FREE.
5) At level 1, if you take varisian tattoo and spell spec (burning hands) as a sorcerer, you are throwing a 4d6+8 damage burning hands. That's 22 hp damage in an arc at level 1. Retrain Spell Spec to Fireball when you get there. You have to be human, but you fry everything of basically cr3 or less right off the bat.
6) NO need to blast? Memorize other spells. Dump them into fireballs on demand. Play control. Play summoner. And then roll up your sleeves and give them 100 HP to the face, something a non-blaster simply cannot do.
Kindly note that 'two feats for one benefit to one person' is erroneous.
It's 'two feats for a benefit to two people.' i.e. teamwork feats benefit both people involved, not just one of them.
The kicker is it requires cooperation, and that means it doesn't apply 100% of the time. You are reliant on the other person to work with you.
For the DM, this is easy...squad combat is what they DO. So teamwork feats are no-brainers, and absolute cooperation means they are killer in application, just like they are intended.
But when your Outflank buddy has to leave and go rescue someone, or engage a different baddy to save your asses, or just plain isn't there, you've blown a feat slot for no benefit.
So, do you want a feat that is working for you 100% of the time, or 01-100% of the time? People do the math, and go with the guarantee.
James Jacobs wrote:
The T-Rex shows up first at 13:45 and again around 22:00. Laser Raptors at 12:30. And yes, Barb chicks with machine guns.
So, nope, he's not lying, JJ. Pure 80's shlock! Fun to watch.
N N 959 wrote:
As noted before, Spiked Shields do not exist.
You cannot buy them. You can only buy a shield and add spikes to them. That's definitely an 'effect transaction. So 'spiked shields' as their own weapon do not exist.
Since you cannot buy a spiked shield, only a shield with spikes added, its entry on the weapon table is meaningless. Meaning you go directly to the explanation of text of adding spike to a shield do determine what they are and what they do.
Text trumps table. Next!
We're not in the real world, we're in PF.
You have to have a diamond worth 25k gp. That's an absolute. It doesn't mean a 50gp gem I overpaid for. It doesn't mean a 100K gem I stumbled over for nothing in the wilds.
It means a diamond worth 25k gp by the needs of the magic, which have nothing to do with what you're willing to pay for it.
You might have to pay 30k gp for that gem from a broker. You might have found it on the ground for nothing. By the terms of the magic, its 'value' MUST equal 25k gp. So, we're talking intrinsic worth, not the haggling between buyer and seller.
In 'reality', what you're doing is buying 8333 worth of diamond that some skilled gemcrafter cut up and rendered into a 25k jewel. So, you're paying for the skill of a gemcrafter. He's going to know the value of the gem, you're going to know he's making triple his money, and he's probably aware that anyone who needs Resurrection is not someone to trifle with, so he'll pocket his 16,667 gp of profit and go to work on the next gem.
One thing I did in my home campaign to formalize this is a simple ruling.
Gold and gems sub as a material components for anything with a GP value concerning magical item construction.
The value of gold in terms of magic is absolutely known. 1000 gp/day is the maximum a normal artificer can consume in gold per day without special training. That volume of gold is known and an absolute quality.
1000 gp is thus short termed a 'goldweight', the weight of gold an average crafter can consume in one day.
Other material components can be clearly and precisely measured to how much gold they substitute for in any usage of material usage. Silver is 1/10th as good as gold, platinum is x5 better. Gems can be perfectly graded on value by how much gold they sub for.
"Craftsmanship" effectively creates 'extra gold.' It's how craftsmen make money. Taking 350 gp in gems and gold and turning them into a 1000 gp necklace 'makes' 650 gp from the crafter's skill...the necklace is worth 1000 gp as a material component even if it only has 350 gp in raw material.
"Material Components finding" is also an entire career for people. Catching the last leaf to fall off a tree on midwinter's eve may net you a component worth 100 gp in making magical staves. A dram of blood from a virgin on her wedding night might be worth 10 gp. A shield which has withstood the impacts of a hundred different hurled spears might be worth 100 gp, etc etc etc. It all subs for gold.
And since using gold in magical items and the like consumes the gold and it is gone forever, magical components are preferred to using gold whenever possible.
Also note, that because other metals and some skill is involved in making coins, a thousand gp of gold coins has less pure gold then a Goldweight. Most coins are, however, magically unsuitable for use in making things, and would have to be melted down to the valuable gold to actually be able to be used as components.
Priests of the gods of cities and commerce can, however, use straight money for any kind of material components as a boon of their faith. Using up money like that is frowned upon, however, as buying material comps creates jobs and circulates money, leading to more commerce, and such things are considerably more consumable then mining precious metal.
Walls of fire deal double damage to undead creatures.
per the standard 'deals x damage to undead' rules for holy water and the like, that means it has a 100% chance to affect incorporeal undead, as well.
They also do not allow a saving throw if hurled at something, and duration is Concentration PLUS 1 rd/level.
To be sure, I don't call it a 'game breaker'. Unless you're giving it to a monster with constant Fast Healing, or using something broken like the Boots of Earth, it's just giving you more 'free healing'.
Given you have to take Die Hand and Endurance to get this benefit, it's a good pay off. If all fast healing was of the temporary few rounds that Judgements were, there would likely be no problem.
But yeah, a ranger with this feat (pre reqs for free!) and the Boots effectively never needs any healing, and will be getting 3-6 hp/rd back for a good chunk of his career. Not just Fast healing, but FAST healing!
You really can't count Rary The Traitor and the members of the Circle, Tensor, and Otiluke that he offed. So it's more like the Circle of Five now.
Actually, Tenser is officially back in canon. They had a whole module about you going to one of Oerth's moons and confronting the Type IV demon that used to be Dahlver-Nar and bringing back his last clone.
Not sure on Otiluke, but nobody's going to miss him anyways. The Lady on the circle still brings the Greyhawk Guild into their sphere of influence, and the Circle is still the highest level circle of mages working together in the Flaness. And a Wish can bring back him and Otto regardless. One Efreet Called in, thank you, on to the next. (Seriously, the way some of the writers handle access to high level magic is stupefying at times. That whole scenario where one guy with the Hand of Vecna kills ALL of them except Mordenkainen?!?)
Rary's 'treachery' has, I believe, been ascribed to the undue influence of the Scorpion Crown, and he has been returned to his TN roots.
Like I said, now, now.
Elminster is also a Chosen of Mystra and can use SPellfire and the True Fire of magic, AND he has clerical levels. And used to be a Wild Talent Psionic. His ability scores were never optimized, but just given multiclass rules and basic gear he'd have an absolute minimum Int of 38 (17 + 3 Age +6 item + 5 Inherent +7 levels) and that's without messing around with Epic toys (which he most certainly could). The Chosen of Mystra template alone...ugh. Plus immune to 9 spells and so forth and so on. Heck, his starting stats, to be what he was, would have had to have been 15 Str, 17 Int, 17 Wis, 17 Dex. Just, ugh. And we know he had a 16 Con and 18 Cha before 3.5.
I think the ability to cast one spell cleric or druid in 3.5 was ONE FEAT. So it's not going to impress Elminster much.
By 3.5 rules, he's supposedly something like a level 35 character. Just go look at the wealth limits of what he can afford by the Epic rules.
It's not the Circle of Eight, it's the Circle of Eight and all their organizations and the like. Remember the real Rary is basically high wizard of Ket, Otiluke ran the Greyhawk Wizard's Guild, Tenser is the most powerful LG mage in the Flaness, blah blah blah, servants, henchmen, contacts, cohorts, blah blah blah. They are all up and active in the current political scene, where the 12 Magic Warriors seem like they are retired.
And hey, Mordenkainen rides around on a Cloud Dragon, so give him props for style. Like I said, we don't know what wild and crazy powers he might have. He's been to Gamma World, Metamorphosis Alpha, Boot Hill, numerous demi-planes, hobs with quasi-deities, and blah blah blah.
They are the sages of their respective worlds. Saying one is better then another is just ignoring their basic styles.
Well, THAT's not true. Elminister is a level 29 Wizard (ignoring the other stuff) and a direct servant of the goddess of magic. I think he has knowledge of spells completely locked down.
Mordenkainen was 23rd or 24th, last I heard, and we have no way of knowing what special kinks and quirks Gygax gave his personal PC. Jatembe is a level 20 Mythic, so in pure ranks he'll be below both of them in top limits for knowledge skills and the like.
Let's just say they are all uber mages who can pull off the sage role with panache and call it a day.
N N 959 wrote:
Like it or not (I don't), it's now the official position unless they re-errata the FAQ.
N N 959 wrote:
Your changing your rules midstream doesn't make the rest of the posts wrong. It makes you avoiding the counterpoints by 'divine fiat', which, naturally enough, isn't working.
You have to remember the mindset of children. What was important yesterday and is so IMPORTANT for TODAY are vastly different things. I WANT I WANT I WANT I HAVE oh, there's something else I WANT I WANT.
Being young means its hard to control your desires and wants, and to fall back on self-control, patience, and lessons learned.
For practical purposes, this means you tend to plan for things on the spur of the moment, focus on them above all else, and then promptly forget about them once something better/more fun/interesting comes along.
For elves, this is more exacerbated by the fact time flows past so differently. The world changes, they don't, not really. Their perspective on things remains very slow to deal with things as they move from one situation to the next. The world is just so big with so many interesting things and yet its too big and they can't see and deal with it all.
Oh, and its very hard for them to take responsibility for their actions. So they come across as extremely whimsical.
An elven childhood would likely be almost impossibly boring by human standards, giving them a fairly static world which doesn't shift so much so they can learn mental stability. An elf likely regards seasons like humans regard days. Everything is always flowing past them and altering, but the elves themselves remain constant.
Being raised among humans would mean an elven child has almost no fixed point of reference, like a family whose mother and father are almost never there, and every six months you get uprooted as they change jobs and go to a new school, etc. Being afflicted with death by old age of those you love, over and over again, would be heartbreaking. Hence, the 'Forlorn', the sad. Elves who don't have to put up with that transience and impermanence are likely far more balanced individuals.
That said, I'm a big believer in levels=extended lifespan, and hitting 20 should be about becoming Eternal, and taking steps into what is beyond mortal life. Every class should stop aging, or have it as an option, at level 20, not just wizards and alchemists.
It means the 'hurry up and level' paradigm doesn't need to be there.
I noted with interest in the Tower of God, pretty much nobody ages past their prime. There are people that have been around for literally thousands of years. People have centuries to climb the Tower and work on their abilities. Likewise, the place is lethal deadly as a form of population control - if nobody dies of old age, the only way to clear off people is to kill them, and when age=power, that's increasingly hard to do.
In the Tower, this is solved by high level people living up in the tower, and lowers on levels below. People coming up from below are always pushing, conflicts kill people, but the number of high levels is slowly rising over thousands of years.
Elves would be facing something like this. Elves can potentially live to be hundreds of years old (and in PF, can live for millennia), but they are far more likely to succumb to some manner of violence or disease over that time period. When your military career spans a century, the odds are at some point you're going to meet your maker and the extra centuries are meaningless.
If you go back to the Known World of BECMI, they came out with the Gazetter for the Elves, and a paradigm where they elves earned maybe 1000 xp/year, or 10 xp/week, or something.
So all elves naturally leveled up, but it took them centuries to make it to the hoary ranks of Rank M unless they were adventurers or actively going out. When they hit the max level, they left the forest to go wander the world doing things.
But without some clear line separating low levels from high levels, longevity is going to make a VERY static society, because the young will never be able to grow in power to challenge the old with any speed, and introduce new things into the society on a broad basis.
An Epic Society would by consequence have to separate itself physically and mentally from the society that birthed it, or risk crushing it with the stasis of their nigh-unassailable positions of dominance shrugging off attempts at change.
It'd be a combined geritocracy and meritocracy, and really hard to get power in.
N N 959 wrote:
Again, that's not what we are talking about.
If you're arguing 'later revisions to the paladin', then I can simply note that the cavaliar was downtoned in 2e to a Kit of the fighter, and paladins became their own class again. YAY.
So, either we're arguing original class concepts, or we're arguing later revisions of them. Make up your mind. I'm arguing the beginning of both classes, and you are trying to set a double standard.
And all KISA aren't cavaliers, either, and I never said Paladins were the only ones. But Paladins were meant as that stereotype. There's no reason you can't have a fighter as saintly as a paladin, just lacking the 17 Charisma. Just because paladins were meant to embody the trope, didn't mean they excluded everyone else from it!
But Paladins were indeed very much meant to be the trope, and people playing them lawful stupid who didn't know how to be heroes are the ones deviating from the code.
I note my post was cited multiple times, and thank you, but make no error...those aren't problems with MY game worlds.
Those are problems with the official rules.
I'm plenty happy to rule in limitations on spells and things that don't break the paradigm of the world.
As for what high level people are doing all this time...the answer is "Heroes of another story," I.e. the trope where someone did something awesome off-screen that you don't know anything about.
I was once going to write up a conversation between two people, one of them a storyteller.
The first was about a group of low level adventurer types fighting some smugglers bringing a new drug into the city, cutting off the first tentacle of expansion of a foreign drug cartel.
The next tale was about some adventurers a little more established venturing into the sewers to deal with a mad druid attempting to breed pestilence with disease bearing rats down there.
The third was some people a little higher up investigating a rabid priest stirring up trouble against the druids and rangers that roved the boundaries of the realm as heretics and blasphemers, stopping him before the countryside revolted against the city.
The fourth was some valiant heroes facing off against giants pressing in on the borders while the rangers were distracted by this mad threat.
The fifth was about mercenaries hunting down a red dragon and its horde that had appeared after over a century, and not incidentally driven many giants down out of the mountain.
The sixth was about a band of holy heroes assaulting a nightmare keep where a vampire knight was whelming a necromantic army in anticipation of his master's return.
The seventh was about a group of living legends penetrating an ancient ruin to find the phylactery of a lich long thought destroyed.
And the last was about an archmage telling stories of his unwitting agents' foiling the plots of a returned lich who had stolen the body of one of the nobles of the city, so he could distract the lich enough to gain the time to make sure the lich didn't get away.
And then he gets up as the lich in his stolen body dies the final death, sighing and putting into motion things to stop a demon with a mad on for the royal family from three hundred years ago from exacting its final revenge against the descendants of the paladin-king that banished it. That one might entail a trip to the Abyss or two to make sure it didn't repeat.
and then he was going to need four months just to make the doo-dad necessary to stop that damn dark priest and his little crucible from blighting half the continent...he'd have to have adventurers start nibbling around that man's holdings to slow things down and give him more time, as for certain other things were going to come up...
That's what the high level people are doing.
Kirth Gersen wrote:
It's the trope that the whole Lensman series is based on...the need for a Galactic Patrol, with authority in all space, and credentials that can't be faked.
meaning it's been a main factor in storytelling since the 30's, at least, and if you count 'gods not bound by mortal realms', since the beginning of storytelling!
What might be a better question is "What are the warning signs that high level play is going to be unstable?"
It almost always comes down to magic and what it can do.
Your campaign is going to change when:
---The PC's can cover vast distances easily, without covering the distance in between. This means you don't have a journey of attrition, AND that they are no longer subject to one country's laws...they can just go elsewhere.
---They can find out 'secret/rare/hidden knowledge' instantly/quickly. This is usually accomplished via divination magic, or magically aided skill checks.
A lesser version of this is makers/crafters. When Fabricate and Masterwork Item can instantly make up any raw desired item you want, and instantly, you have precious little need for lower level people around to do stuff you don't know. No need to commission a smith for a masterwork X when one skill point and Fabricate does what days/weeks/months of labor do.
---When they can one-round powerful monster routinely.
---Spells with guarantees to work, or save/dies.
---Imbalance between character classes.
These are the problems with the game and how it's made, and they just become bigger problems at higher levels.
Like 4E, the game really does have 3 stages. And at some point, you have to set your players down and tell them the game is going to change, and do they want to change with it? Or is it time for something new to get back to the sweet spot they've always enjoyed?
Or do they want to cap things now, here, where it's fun, and work from this point? Which is where your E6,8, 10, and E12 (PFS) come from.
The whole 'why can't my Paladin engage in this sociopathic or amoral behavior if a can lawyerize it around the Code' is what tends to set it off.
Paladins abide by the letter AND the spirit of the code. Arguing that this very, very non-LG behavior is Perfectly Acceptable if he bends his perceptions and twists the wording to suit his own convenience...
ahg. It might be lawful, and the lawyers nod their heads, but it ain't Good.
Pathfinder Unchained: Alternate Profession Rules clarifications and questions (they seem very broken?)
Paladins do fight for the laws of their country all the time. They are also beholden to their own Code, above and beyond this.
Executing a helpless man who is calling for right and proper application of laws out of hand because he 'might' have influence in the Moot is an outright contravention of justice.
Doing it because 'well, if I'm wrong, we can just raise him from the dead' is so many steps of justifying murder that I'm not sure you have any idea what it means to act heroic.
The paladin wouldn't just fall, he'd CRASH with that line of reasoning.
Make the hard choice and do it right, not rules-lawyery. This arguments to subvert the very spirit of the paladin's code just have me shaking my head.
Paladins do NOT take the easy way.
If you keep doing it, then there's no way you're sincerely sorry for it, because if you were sorry you'd find another way.
You aren't. You keep doing the same thing, and expecting forgiveness.
Letter of the law, killing the spirit. Ain't working.
Be one of those 'hard choices'. Oh, we have the choice to kill Anzyr, or search for a cure for him. Man, we're going to have to feed him, and change his bedpan, and risk infection.
Nope, let's just shoot him, burn the body, and be done with it. No more Anzyr.
Yeah, that's the HARD choice. Uh-huh.
Whereas spending billions of dollars and man-hours and brainpower to eradiate smallpox OVER THE ENTIRE WORLD, so we wouldn't have to put up with this child-killing disease ever again, is the EASY choice, an effort that literally took most of a century and the devotion of volunteers, and much of the civilized world to pull off.
Yeah, that was definitely the easy choice.
You're just not seeing what the hard choice actually is, you're fretting over the Neutral "I don't wanna do that" choice, also known as 'looking for an excuse'. Good doesn't do that. Good makes things better, and it sacrifices for others.
Evil, on the other hand, sacrifices others, and wiping out disease victims to eliminate the threat to yourself is EXACTLY what Evil doesn't mind doing.
As Evil would loudly have you believe!
Forcing a paladin to act when it is clearly not in the greater interest of Good to do so is Lawful Stupid, and is textbook DM railroading of a paladin. He may as well just hand you his character sheet and let you play him if you're going to be that dumb about a paladin's code, while he makes up a Neutral Good ranger who can actually play like a hero.
Drop him in a dark hole in a secret location for forty years.
at the end of that time period, bring him out and give him his trial before the Moot. His supporters will be likely dead and gone, her children or grand children will be on the throne.
If you allow a variant where he can age, he'll also be an old man and nobody in their right mind would want him on the throne.
The paladin in this case cannot do as his Queen asks, because she is definitely asking for murder.
If she is worried about the legitimacy of the Moot, then find a way around it. The above method of 'delaying the trial' until she can get rid of his supporters is one way of doing this. Clever PC's should be able to come up with other methods, ranging from blackmail to getting the nobles in their debt, to other things.
Proper, heroic, adventurous things, that don't involve killing a helpless man.
But, yes, if he USURPED her, and tried to have HER KILLED, he is neither lawful (not respecting her legitimate and senior right to the throne) and he is Evil (trying to murder her to keep his throne and the threat she represents).
The GM is playing double standards. If the noble is not evil for trying to murder his sister, then its not evil for her to kill him and eliminate the PROVEN threat that he is.
I.e. the GM needs to justify why the noble gets to be a premeditative murderer, and not be Evil.
You're making a disturbing similarity between 'stopping my friends and allies from torturing people' and 'completely changing the socioeconomic, legal and religious ideals of this community I am travelling through from endorsing the ideals of torture."
Or, more directly, 'stopping my friends from enslaving someone' vs. 'stopping slavery in this town.'
Those are definitely NOT the same thing. You're endorsing Lawful Stupid, where the Big Thing is as easily cured as the Little Thing.
The paladin is under no compulsion to instantly attempt to change every society and wrong thing he sees.
He is compelled to stop the implementation of evil among those he chooses to associate with, because that is 'doing evil'. Turning a blind eye is the same thing as permitting it among his allies, and if so, he is forced to leave them behind. They may think they are being Neutral, but if they're Neutral and committing Evil, he's gone. It's not a game of balance for a paladin.
In short, paladins aren't stupid, they are heroic. And you're basically telling him to act like an idiot and compromise his moral beliefs. No, the paladin's job is to make you lift your beliefs, not compromise his own.
Then hiring the assassin to kill someone whose face you didn't like would be evil, and the assassin knowing he's being hired for literally no reason at all is an evil sociopath, because he just doesn't care.
A weapon has no choice in how it is used. An assassin has made the choice to not care, and to kill without caring.
There's a major difference there.
You're aware that 'it's just a business transaction' and 'I'm just following orders' are INFAMOUS justifications for people trying to shift the blame for immoral actions, right? It's all part of that slippery slope leading down to Hell.
Well, the overpricing of defenses against magic are part of the problem, too.
Seriously, you cast a spell, you bend the laws of physics to make something happen, like, oh, teleporting.
Shouldn't it be far easier to stop such a thing from happening, then it happening in the first place?
Extremely effective anti-teleport and anti-divination effects should be low level and cheap. Strengthening the dimensions so you can't run roughshod over them should be a very basic thing that any caster of low level can set up. Likewise, stopping scrying should be far easier then being able to scry in the first place...you already have a ton to overcome with divination, preventing it should be should be simple.
A simple way to do this is what I introduced in my campaign: Interdiction and Scryward.
Both are freely Heightenable spells, meaning you can memorize and cast them from any spell slot, and intrinsically can be made Permanent without requiring that spell for the cost.
They raise the spell slot required for dimensional/conjuration/summoning/teleport effects, and all divination effects, by 1 per Level of the effect.
Thus, even the simplest Interdiction stops spell-like teleporting, summoning monsters, and class abilities like blinking, because you can't Raise a spell like ability. An Interdiction at 4 means you'd have to blow a 6th level slot just to be able to Blink in the area of effect, and you'd need a 9th level slot to Teleport into it. Higher level spells are just impossible. Banishing/Dismissal and similar effects that work against those with planar links get +1 per Slot on the checks to send stuff away, because their ties to their home plane that give them strength are interdicted.
Likewise, Scryward raises the level of all divination effects by 1 per slot, which rapidly makes many Detect Spells or any form of scrying impossible within the area of effect. These are usually set up with carve-out exceptions, such as allowing Detect Invisibility or Darkvision or the like to still work.
You could easily set up the same for illusion/invisibility, and enchantment/charm spells.
Another effect is a variant on COntinual Faerie fire, call Limnation. Anything magical in the area of effect is Limned, glowing faintly in various hues and clearly visible. That includes spells and magic items. So attempting to infiltrate via magic is self-defeating.
Simply have these effects available in the Permanent Mode for easy purchase, and you have effective magical deterrents to magical tricks...exactly like would be developed in the real world.
Without cheap, broadly useful defenses against spells...yeah, martials have very little way of defending themselves against stuff like this.
Having the option to make magic items is tremendously powerful regardless of who does it.
For a ranger or paladin, what it means is cost savings. Sure, the wizard can do it...but he's got his own stuff to make up, and the time suck that portends. Furthermore, what if there isn't a full caster like that in the party? Is he going to take ALL the Crafting feats, just for you, or just the ones that don't work out for others?
Realistically, most Wondrous items people use are easy to make, and the Ranger or Paladin can make them just fine. Ditto Arms and Armor, which no wizard should ever really take. He should be focusing on Wands, Rings, Staves, Scrolls and such stuff, in addition to wondrous item for himself.
The fact is, it's an option, and an option the Fighter simply doesn't have. And it's a really, really good option.
So, you want some OTHER options?
First, let him make magical items just by using a Craft skill. No need for the feats. Alternatively, let him straight out pay to elevate his weapons and/or armor ala the 3.5 OA Samaurai, by giving them a Name and making them grow. Half price weapons and armor for the class most dependent on them and most devoted to using them.
Have him respond well to healing.
For Movement, synergize Fleet with Armor Training. Multiply the bonus of Fleet by his armor training bonus. At level 11, he'll be as fast as a Fleet Barbarian. At level 15, horrors, he'll actually be faster then someone using a FIRST LEVEL ABILITY!
Let him spend stamina or martial something to give companions a Morale bonus to something as a form of group combat buff. It should be less then a bard, but possibly wider area. It should be SOMETHING.
Start bringing in anti-magical feats he can qualify for, things like Pierce Magical Concealment, and Pierce Magical Protection from 3.5. Casters LOATHED those two feats, and they dovetail sweetly with Vital Strike.
Make options worthy of being taken at the level they are at. That's going to involve feats. You can either have feats synergize with fighter class features, or consolidate feats, as many fighter builds do.
Like Morzadin, I put in Techniques to differentiate them from Combat feats. Martial Flexibility gets feats...specific, niche skills that are temporarily useful. Techniques are full-fledged class abilities that scale and are worth spending a class feature on.
I went with 2 Techniques every level, one for combat and one for Training. The fighter has the options for more defensive stuff and more skills-boosting stuff.
In particular, the Fighter's mastery of feats means he'd be the class most likely to grab Alertness, Skill Focus (perception) and blooded. What other classes do with skill point, the fighter would do with feats...except he can't DO that with combat feats.
Ergo, give him more feats that can only be used on that kind of stuff.