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I have heard that this book allows monks to use a shield. Could someone please tell me how?
There is a feat called Unhindered Shield which makes a buckler count as completely not occupying the other arm, as if it 'isn't there', allowing monks to get Shield AC, and Greatsword Wielders as well, as well as One handed Fighters, one handed fencers, and the like.
In other words, Sword and Board just died, exactly like what happened when they introduced Improved Buckler Defense in 3.5.
Feat Synergy is a wonderful thing, and Expertise is THE feat to showcase it...since it is supposed to represent an Intelligent Fighter.
Here's how I wrote it out.
(Mundane) means you have chosen your character to not have and never have magical ability. As a result, you gain additional benefits from feats due to your greater focus on them for your strength.
And having Expertise gives minor bonuses to other techniques. For instance, Imp Initiative is increased by your Expertise bonus. Quickdraw lets you slam potions down as part of another move action, and subsumes both Rapid Reload (xbows) and Ammo Drop (slings). At level 9, a fighter with Expertise adds his Expertise to relevant skill checks dealing with matters of combat and war. Etc etc. FOr Combat Reflexes, you can use your Dex mod OR your Expertise mod for figuring # of AoO's you get.
Expertise is a VERY good Technique to have IMC, and is designed to help other feats scale nicely.
The role that fighters perform better then other classes is units of professional soldiers.
Warriors are like cops, city guards, and militia. Guys who might have to fight for a living.
Fighters are those that actually go out and look for fights for a living.
The large amounts of feats and reliance on particular weapons is ideal for soldiers who can use teamwork feats and are grouped in units with similar arms and armor.
Nothing exceptional, just a little more competent and tougher then a warrior. They actually get a TH/dmg class feature at level 4 vs never! Woo!
make all spells that are not evocations take a minimum of one full round to cast (i.e. they go off at the beginning of the next turn).
Not only will you see a LOT more direct damage spells, but huge changes in how wizards act in combat. Being only able to 5' step until the beginning of your next turn, and attracting attention during a full combat round until your spell resolves will hugely change the way casters play.
Y'know, more like 1/2e.
Mad Master wrote:
FIrewarrior already responded to most of this, but the gist of it is, you're reading the rules wrong, and your eyes are wide shut, Mad.
First: You're right on Tree Stride, I was mistaking it for Transport Via Plants, which is effectively teleport w/o Error for Druids. Tree Stride is merely a Dimension Door equivalent for rapid escape from enemies.
You're wrong on Barkskin. I cast it, get +3 Nat AC. Touch Attacks come flying in...the fighter is JUST AS BAD OFF as I am. IF it's normal attacks, I"m Better then the fighter.
On MOnkeyfish: You promptly Schroedinger'd and said the fighter will have climb ranks. Unfortunately, the fighter only gets 2 base skill points, and you can't retrain your skill ranks every day. If he doesn't have climb and swim ranks, he doesn't have them, period. Whereas I can acquire them ahead of time, or by sitting down for ten minutes and filling an empty slot.
Swift spells cast in combat don't provoke AoO's and you don't have to fight defensively. You simply cannot argue that having the ability to buff before combat, even if you don't use it, is WORSE then NOT having the ability to buff before combat.
As for 'losing versatility once you have the spell memorized' - so what? If the situation comes up, I'm prepped. Otherwise, I'm the same as the fighter, no better, no worse. If I leave a few spell slots free, I can BECOME PREPPED with ten minutes of time.
A fighter does NOT have the option, and doesn't have the class resources to cover that lack easily. They don't have the skill points. Their entire class resources are combat feats which don't solve the problem. They can't customize for the day, the week or the month, without spending the maximum amount of money to buy potions to dup spells others can make for 1/2 or 1/4 the price.
The fighter can only do what ANYONE can do. And he doesn't even have any class skill bonuses to make him better at his skills then someone who can just magic up a solution. You know, like rangers have skill bonuses against their FE's, or in favored terrain.
3e came along and gave casters HUGE buffs. Unlimited Con bonuses were the first. Toughness/Improved Toughness was the second. False Life and Temp Hp was the third.
To be a caster, you need one stat...Int, Wis or Cha. That's it. If you have a starting score of 15, one Int booster and you can cast all the most powerful spells in the game. You don't NEED a 30 Int. It's nice for the bonus spells, but you don't NEED it.
To do his job well, a melee character needs Str, Dex and Con, in variable order depending on build. Fighters and Rangers also need wis to buff will saves, and the Ranger for spellcasting.
A wizard having more HP then a fighter is EASY. The difference per level is 2 hp! That's two points of Con and a False Life. yes, the fighter can take Toughness as a General feat, and HP as a FC. However, the fighter NEEDS skill points. A wizard does not...he's got a high Int and it's going to get higher. A wizard taking skill points for FC is basically rather useless...he's going to invest in them with his class, and he's going to BUY them with an Int headband. He's better off getting less squishy. A fighter is much more likely to invest in, say, Iron Will to bolster his crappy Will save, then Toughness. He's already got tons of HP, after all.
In short, a wizard investing an extra point or two in starting Con, buying the Toughness feat, and using his FC benefit for extra HP while casting False Life is totally and completely reasonable, and will result in a caster with more HP then a fighter who does NOT specifically invest in his HP.
Seriously, the starting Feat for Wizards tends to be either Improved Init or Toughness, in my recent experience, and FC to more HP. Con is usually the second most important stat, followed by dex, and so equal to the average fighter.
Unfortunately, it IS a house rule. Because the fact is, the ability should be in its stat block, and is not.
That's the absolute RAW. Everything else you are arguing is conjecture. It is 'common sense'. But it is not a rule.
And none of the rules you've quoted support your position:
Conjecture like "I think they concentrated the Adamantine in its fists" is conjecture. I think they put the adamantine towards its skeleton, to give it great strength, and its natural armor, to give it defense and DR.
Is there a rule that says if a material is mentioned in a monster's description, that it ignores DR of that material?
Your whole argument is "Well, it just MAKES PERFECT SENSE." Which is a GREAT argument, because it does, and would apply at my table, but it's not the rules.
FAQ it. Get it errata'd. It's a DUMB absence of a rule, I freely admit it! But it is the way it is.
Actually, TOZ, that example IS bad and has been overruled.
Because, in the Paizo universe, if you wear Bracers of Armor and magic armor, only the power of the stronger armor bonus applies, and the other one is COMPLETELY SUPPRESSED.
In 3.5, you could wear Bracers of Armor and Magic armor, and it was a GOOD IDEA...because it gave you a good AC against incorporeal touch attacks. Also, you could add +5 worth of armor abilities into the bracers, and get some extra armor effects on the cheap (stack them on +1 bracers).
This is completely impossible in PF, because either the bracers or the armor is rendered completely inert, including all secondary abilities.
The 'overcoming DR' table is based on Enhancement bonus, not equivalents, as was mentioned earlier in the thread.
You need a +4 weapon to punch adamantine...or, in this case, a +2 Construct Bane weapon, which is +4 equivalent.
A +1 Holy Flaming sword, which is +4 equivalent, does not punch cold iron, silver or adamantine DR. Or Lawful, for that matter.
The OLD Epic rules, which is what you are looking at, specifically state you need a weapon with a +6 weapon to punch Epic DR...in other words, Epic Weapons, OR mundane +4/+5 weapons with an appropriate Bane.
The NEW Epic weapons introduced a completely new mechanic, that 'epic weapons', which is ANY weapon enhanced to the total of +6 of abilities, will punch Epic DR. Since Epic DR is just a heavier version of x/Magic, this actually makes some sense. The Epic exclusivity of 'beyond mortal' has now been taken over by Mythic in Paizo.
So, no, having Epic DR doesn't automatically punch through ANYTHING but DR / Epic or Magic. Never has, never will. You are reading far too much into the ability.
Mad Master wrote:
Mad, I don't mean to be condescending, but have you kept up with the game?
First of all, buff spells...you either cast them before combat, or cast them when not threatened.
Preparing spells is always a balance, sure. But YOU control the balance. Ifyou want to be a skill monkey today, you are. If you want combat spells today, you have them. If you want to travel halfway across the continent, youd o that instead.
Divine casters have far more flexibility in spells then arcane casters, because they don't have to maintain a spellbook. They always have access to the full list, without spending a dime. I'm not sure where this belief of yours comes from.
What you're trying to argue is "Just having spells doesn't mean you're better off" and then you make poor examples, because 'Having spells means they might/can/probably will come in handy if I want them to.'
Example: We're going climbing today. I learn Monkeyfish. We may or may not actually climb. But Mr. Fighter over there with no climb or swim ranks doesn't have the option, does he?
As for wands...wands are not used in combat. Wands are used before and after combat, OR for spells that don't deal with saves...like, say, HASTE for my guys. Instant Enemy in a wand can be a before combat buff, or a buff taken in the middle of a fight as you move into position next round.
As for spells and books and stuff - hey, sorry, we talk the core campaign here, which assumes you can buy the core spells you want fairly easily. As soon as you deviate from that, you're into House Rules.
Secondly...weight of books? Hello? The mage will need one book until level 5, at which point he can make or buy a Blessed Book, and that is the ONLY spellbook he has to have, and it's no heavier then a normal hardback at one of our bookstores.
lastly, making magic items: You may not be aware of the rules changes on this, but you don't need 8 hours to make something that's not worth 1000 gp. It's now pro-rated. I think you can only work on one object a day, however.
Actually, celestial mail and celestial full plate are your max dex to AC, and mithril versions of them 2 pts higher.
Celestial Mail is chainmail (+6 AC) with a dex max of +8, for +14 AC, 2 pts higher then Mithral plate.
The key thing for Dex to AC is that it dovetails with dex to hit, dex to damage, is touch ac, and means you have light/no armor, which means maximum movement, AND maxes out your reflex save (str affects no saves, AND Dex is useful with Evasion), in addition to initiative and Stealth and Acrobatics. It also determines your archery to hit, so you're better with missiles...and the TH for missiles is more important then the Str bonus.
All of those are extremely important in their own way. You don't have to dump Str to be effective as a Dex fighter. You just have to emphasize and boost Dex, which increases quite quickly if you do.
As for the other skills...Str boosts even fewer skills then Dex does, and they are even less relevant (climb and swim). Basically, Str gives you TH, DMG, and carry stuff. That's it. If you can get TH and DMg from another stat, and still be able to carry stuff, Str becomes less and less important.
The only saving grace for Str is the exclusive 2h dmg bonus it gets. For any other builds, such as sword and board, 2W, open hand, or one hand, Dex to damage is quite arguably a better all around way to go, if the cost isn't steep.
Mithril full plate also costs 10,500 gp, BEFORE magic. That's a set of +3 armor all by itself...and more expensive then a Haversack. And you still will have slower move.
Basically a Dex build should keep a 13 Str to qualify for Power Attack, and basically that's all that is needed. Dumping down to 10 or 8 or something probably isn't worth the carrying hassle...and that's only if the DM is tracking your loads.
Polymorph Any Other some green slime into armadillos adn chuck them at the dragon, aye, that would work.
ITemized Lava turned into paper, wrapped up into dense scroll tubes adn chucked at it would be effective, too.
For both, you better get rid of it all before the dragon gets close to you, however...
Lantern Archons being summoned has been known as 'Golembane' for some time now.
Note that CALLED, as opposed to Summoned creatures are not hedged out by the AMF. So you could Call up something big and ask it to fight the dragon on your behalf.
an evil party using some very large monsters to make enhanced undead is another alternative.
As you saw, the biggest thing the AMF does to melees is not its DR, it's making it HARD TO HIT. Losing stat bonuses, weapon bonuses, and combat buffs is a huge TH penalty for a high level melee to overcome (-8 TH or more).
Note that a Melee who can stay out of range of the AMF, such as an Enlarged One with a Reach Weapon, could still attack it and keep some bonuses. Vital Strike might be reasonable to use in such a case.
Lastly, alchemical bombs. In the AMF, clusters of alchemical items are still perfectly useful, they aren't magical. Something crazy like polymorhping clusters of ten alchemical frost bottles into thrown rocks and tossing them at the dragon would work fine. They hit the AMF, revert to vials, and smash against his touch AC for 10-60 cold damage. Repeat a dozen times and its dead.
So...barrels of alchemical stuff and lantern archons, I guess, and Created corporeal undead.
Statistically speaking from a defensive standpoint, the extra AC and movement you'd get from wearing mithril is more valuable to you then getting adamantine, especially since the DR doesn't stack.
Really, the armor you want is Celestial, because it gives +4 to Dex bonus...or Mithral Celestial, if your DM will allow it.
As to your other question...yes, it would be better to spend the money on the 20% miss chance of the cloak then get the non-stacking DR. Nothing like changing a crit into a miss, vs taking off 3 pts dmg from it.
Drahliana Moonrunner wrote:
Actually if you read the JLA during the epic run, you'd know that J'Onn has both civilian and heroic identities in multiple countries around the world, often as intellectuals famous in those countries (and of both genders). In his multiple identities as a whole, he's probably more recognized then Superman.
Actually it would be Profession (merchant) for running a business. Your Craft check would be about the quality level of goods you can make, and how fast you can make them. THe profession side would be about buying and selling stuff to make a profit for your business.
Basically, the Business Manager will employ the Crafter, or be employed by the crafter to help sell their goods i.e. front of the store, back of the store.
There really aren't many things that translate into both Craft AND Profession, but there's one that also includes Perform.
Craft (painting) is about artistic painting of an object, commissioned or otherwise, generally including things like landscapes or portraits with your services being sold for money.
Profession (painter) is not about art. It's about slapping on massive amounts of paint on something with skill and speed...house painters and industrial painters, a COMPLETELY different skill set then Crafting a painting. A fellow down the road did this for thirty years at the local factory.
And of course you have Performance (Painting), where the act of creation can be more important then the painting itself. Street painters using spray cans and common implements into speed paintings they can sell for money would be an example of this. The paintings may or may not have artistic value, but I own a planetscape made like this, and every time I look at it I remember the street artist in Boston who made it in about 15 minutes. It's not RPG quality, but so what?
on google drive, there are three documents:
The first is the fighter philosophy document, which analyzes the fighter, conveys what I think a fighter should do, and my mindset when creating one.
The one where I set up my fighter level by level, and then introduce a slew of techniques to use with him, is:
A new Rogue Variant is here:
Wherein I return the Rogue to the very best of all skill monkeys, in ALL skills, and design a 'magic rogue' to replace the skill monkey function of the rogue, as well.
FYI, the 'Answer to Life, the Universe, and everything' is 42. The 'Question to Life, the Universe, and Everything' is unknown.
The planet Earth was designed as the ultimate supercomputer by the white mice to figure out the Question (the computer built to figure out the Answer helped design it), but certain other forces that feared the universe might collapse bulldozed Earth to make way for a hyperspace highway seconds before it was figured out.
No worries, the dolphins made us another planet and moved all the humans across to it, so nobody realizes what really happened here.
you are aware that by giving every fighter all feats you basically make every fighter the same, sans archetype, right?
Nobody believes fighters should have all feats all the time. Nobody believes fighters should have more skill points then rogues.
Fighters need magic defenses.
If fighters have to burn feats to acquire these things, instead of class abilities, then fighters need a LOT more feats.
Note: Advanced Weapon Training effectively let fighters exchange 3 Weapon Trainings for AWT feats, which are demonstrably better then normal feats. Paizo is learning.
My own fighter remix gives fighters a Combat Technique and a Training Technique at ever level, in addition to class abilities at every level that are not mere scaling effects. It still isn't overpowered, but is a LOT more versatile.
If you're going to remove the iterative penalty then give more easy ways to get bonuses to AC. Once you hit level 10 if you don't dedicate everything to AC then every attack is going to hit unless it's iterative attack or the opponent is blinded. I'd rather not be hit by every single attack in normal situations.
This is true from the PC side.
It is generally assumed that by level 10 a Melee's primary attack will hit 100% of the time. Note it is NOT assumed that all monsters will. You don't need to put gonzo money into AC if you just follow the most money-efficient way. Certain classes have an advantage here, of course.
Diffian, Iterative attacks are not dumb. They are simply a way of giving you additional things to do while increasing your damage at an acceptable pace. If your primary attack hits at 100%, it is assumed that your approximate following damage is 75%, 50% and 25%, for a 250% damage increase over time.
This is exactly the same as 1 and 2E's 1, 3/2, 2 and 5/2 attacks system, EXCEPT...in PF you can't move and attack. However, getting 2 attacks this round and 1 round the next annoyed people, so they simply averaged it out within one round.
You could more easily duplicate it by giving primary attack at full, and all iteratives at -5 TH, with a maximum of 2 extra attacks. That would put you at 250% dmg, right where you are at now.
It's best not to think of specific spells and go towards specific effects.
Evocation spells are nasty, but highly visible, unsubtle, easy to fight and blame.
THe spells that cause real trouble are those that are intrigue based. These include many divinations, any form of dimensional travel, summonings, and enchantment/charm magic.
Divinations allow things to be found out which you don't want others to know. This includes both noble and state secrets. Thus, blocking divination spells over level 1 is highly advisable for any city. that allows detection of evil, magic, disease, poison, and a bunch of useful effects, without allowing esp and scrying in any form.
Precedent: 1e Censer of Thaumaturgy, within its area of effect, if lit by a non-caster, no magic that cannot be cast by a level caster can take effect.
Dimensional magicks are military disasters waiting to happen. From alien beings summoning in helpers, to criminals teleporting away to escape justice, to lack of border controls and awareness, to infiltration by ethereal spies and incorporeal foes, to dimensional containers hiding goods to aid smuggling and avoid taxes, dimensional magic is a total headache.
Precedent: The Weirdstone from 2e's Volo's guide to all things magical made dimensional spells and magic impossible within the 1 mile area of effect. Extend it to magic items and you have an ideal city-wide protection. Forbiddance and Proofs against teleportation also exist as spells.
Flying magic would basically render conventional protections irrelevant. The amount of powerful monsters that can fly would be as dangerous as those that can teleport. Magic that stops unnatural flight would by a by word for defense on any township...and if they are serious, against any creature with burrowing or earthglide, as well.
Wingbind and other spells have existed which brought down flying creatures. Make them lower level spells, and you're good.
Enchantment/Charm spells will destroy a society from within, especially if used against the leaders and wealthy of a society. A citywide Prot/Evil variant would effectively neutralize all charms magic and effectively prevent them from manifesting. Simply banning the entire school of magic via city wide wards will likely not get much opposition.
Illusions themselves are not immediately harmful, but fall into misusable spells. The best defense against them is simple mass area spells which react to active magic, as such are buff spells and rely on durations. If all active spells are effectively surrounded by a faint faerie fire, ala Continual Faerie Fire, the usefulness of invisibility, illusions and transformative spells to misdirect and be abused is severely curtailed, and someone walking around under the aegis of multiple spells is going to stand out like a lightbulb.
Necromantic spells will probably simply be outlawed, and those who mess with the dead hunted like dogs. However, the best defense against these is simply to make easy and free complete disposal of bodies. This could be anything from a permanent wall of fire to a disintegration bin that doubles as the city's junkyard and sewage disposal. With no corpses, legions of undead aren't going to be made, and necromantic attack spells are no worse then evocations when it comes down to it (if creepier).
The option of complete non-casting except in the hands of permitted individuals is also entirely possible. The 1/2E spell Spell Engine did exactly this. Within its area of effect, no spellcasting or magic item activation was possible, and the spell was permanent unless the center was hit by a magical item, destroying both. It cost nothing to set up and had a wide area of effect. Casting multiples of them to blanket the town basically shuts down all spellcasters...and even has the nice side effect of helping people sleep and regain spells more easily.
Lastly, you have the Faerun alternative of a citywide dead magic or anti-magic zone, effectively turning most of the place into a caster-free zone, and keeping many non-magical creatures at bay. Like PF's Alkenstar, this would spur alchemical and technological solutions to things that are normally solved by magic. It would also have the odd effect that only non-casters could make magic items via the Magical Artisan feat, since they don't actually have to be able to cast spells to make magic items.
Note that in a town with no casters, non-casting classes with high skills will wield great power. Rogues, for example, will come into their own, and martial classes will definitely prosper. Feats that have damaging spells do subdual damage will be VERY popular to get around damage to civilians.
There is precedent for magical items that forbid certain schools of magic activating in areas. FR had an artifact that did this on a very wide scale, sundered into multiple parts. Wardspells could deny the functioning of certain spells in their area of effect, as well (from the Complete Volo's series).
Ahem.The highest level 2nd level spell was Aganazzar's Scorcher, which you are forgiven for not knowing because it was a Realms spell. 2-16 dmg/rd for 1 rd/level.
But! for your orog encounter...the wizard would simply cast sleep and take out the orcs and 1-2 orogs instantly. Or web them all and kill them easily. Or stinking cloud them all and wipe them out while they were helpless.
In 2e, the same applied...BUT, they added a whole slew of higher HD monsters (i.e. taking dragons up to 20 HD and stuff). That's skewing your perceptions. A 7hd monster in 2e was just as vulnerable to a fighter as it was in 1e. Now, they gave Giants +4 HD and AC to give them another round of staying power, and did much the same with dragons and age levels, and definitely to fiends and stuff. But there were still very few creatures that got to the 100 HP range, and a high level fighter in 2e could 1-2 round solo 95% of the creatures in the game with a decent set of gear.
Melee characters got WORSE in 3e because they gave con bonuses to monsters, which doubled and tripled hit points easily, raised armor classes to the stratosphere (AC -10 (30) for Lolth was superseded by -11 (31) in 2e for Great Wyrm dragons (From the original max of -2 (22) for Dragons)...before buffs!...and those AC's are now 40+!) and they took the multiple attacks of melees, gave them to everyone, and then made it so you needed to not move to actually do your best damage, which drastically lowers your over-time Damage/rd.
They did the exact opposite with spellcasters, allowing them to move and do full damage, and made more spells more effective with level, instead of less effective (saving throws meant save or suck spells, well, sucked at high levels, because the monsters saved).
On a pure ratio of every combat, melees were a much better damage output threat in 1 and 2E then in 3e and PF.
And then you add in how strong things like Giant Slayers and Dragon Slaying weapons were (the forerunners of Bane weapons) and yeah, melees got hosed good.
And I love it when the rules specifically state that you can't do something, and someone says it ain't RAW.
Illegal enchantment on a non-melee weapon is illegal. IN other words, he'd throw it on his gun, and it would fail to work.
As for not working...now you're trying for a corner case argument. If you throw a Defending dagger, do you still get the AC bonus for the round?
It's also noteworthy that there's an outright error in the ability that makes it legal:
The mage's arcane gun replaces arcane bond.
So, what you have there is a class ability with FOUR different errors in it.
i.e. typos and rules-checking are real things.
It's feasible from the point of knighthoods needing to make money.
Someone has to be paying/sponsoring the Orders. Are they collecting taxes? Then they ARE the government. Is the government paying the order a stipend? Then they are an arm of the government. Are they open to missions from the highest bidder? Then they are open mercenaries. Are they employed by wealthy folk to solve problems within the confines of their codes? Then they are professional specialists/experts being hired as sees fit.
The Cheliax government probably pays almost all the Orders a retainer fee, which by their lawful nature would forbid them from taking up arms against it in rebellion...refusing the stipend would be tantamount to refusing the authority of the government, and a clear warning sign. Orders that toe the party line and serve enthusiastically likewise get more money.
Likewise, local nobles probably pay them a retainer to act as arms of the law and to make sure the orders don't rebel against them, and are open to their requests.
On top of this, the knights probably hire out anything from individuals to companies to deal with specific problems that fall within their purview, basically acting as specialty mercenaries that can be easily found and relied upon...just like knights of old.
And on top of that, the areas around the fortresses of the knights have likely been given unto them to manage and collect taxes, so entirely likely they are the government and collect taxes and set the laws in their own domains.
Note that the reason Hellknights exist is because of their overbearingly Lawful, monastic, somewhat fanatical mindset. There is no way the government could afford to pay such skilled martial combatants what they are actually worth, nor train up an identical force of such size. By simply paying retainers, and then bonus funds when actually needing their muscle, their costs are dispersed over time and many patrons, obviating the need for larger standing armies.
i.e. in other words, by taking the money that would normally be paid to secular, loyal troops, the Hellknights actually make open conflict harder. The only problem here is that Hellknights will also fight amongst themselves, which entirely defeats the original purpose for which they exist.
Charon's Little Helper wrote:
Summons aren't necessarily the most powerful...they are the most versatile and make it easy to replace the party muscle/melees.
A high Stat SAD caster that can take 3 feats, buff a save DC to the moon, and basically auto-kill every encounter...that's real power. In addition to getting bonus spells. DC 34 Flesh to Stone spells can just ruin any DM's plans, you know?
Yeah, but you can't base its usefulness on class ability. IF it's so cheap and easy to acquire with class levels, it should be cheap and easy to get money wise.
i.e. making it a good option for a paladin and all those other combos, and a stupid option for a fighter, is bad.
Also, you can't put Defender on a Gun, because it works on melee attack rolls only. Unless you're going to pistol whip them, i suppose.
You should differentiate between 'martials' and 'fighters', as the latter is a very specific class. Not being able to move and full attack is a problem for all martial classes, not just fighters.
For fighters specifically, the easiest thing to work with is Armor Training, since it already includes a movement component.
Giving a fighter +5' movement per Armor Training would take care of some of his movement rate problems, and he'd eventually be faster then a barbarian.
Expanding his 5' step to that speed bonus (meaning 10' at AT 2, 15' at AT 3) would be a logical add on, and again rewards a higher level fighter instead of making a dip.
The issue of martials getting more attacks or damage on a standard action is problematic because then you have to give the same thing to monsters, and pounce becomes much less strong. It really can turn the game into a rocket tag of who gets to move first.
5e addresses the problem by making multiple attacks a class feature (like it used to be) instead of an automatic thing with BAB...something I would prefer they go back to. I have NO problems with clerics never getting a second swing without using magic or TWF. Multiple attacks is a martial thing, as clearly as spellcasting is a caster thing.
However, if you do this, you have to reduce the numbers of attacks down. 4 iterative attacks amounts to about 250% dmg...which is the equivalent of 5/2 attacks, just like a 1e high level spec fighter. Granting another full BAB attack is 200% dmg...a big boost, and nearly as good as 4 iteratives by itself, while 3 attacks is 300%...clearly better! The 3/2 and 5/2 system was a bit wonky, but it was BALANCED that way.
A separate way of looking at the issue is to look at a full attack as a BONUS opportunity, and single attacks as the 'norm', just like spellcasting. Instead of more attacks, grant a bonus TH, AC, Dmg or Saves when taking the melee full attack action...you are giving up movement in order to focus on some other aspect of combat. This moderates the line between standard action and full attack considerably...right now, the scale is tilted so far to full attack it isn't funny.
A second way is to award Vital Strike to martials, and advance it by levels. This increases their mobile damage and draws the gap with a full attack closer. TOZ recommends this be done with fixed dmg dice, and I'll tend to agree...it effectively becomes 'skirmish combat damage', like the Scout archetype gets.
You could then do something like "A fighter adds his weapon spec and weapon training to each level of his vital strike damage", a cavaliar adds his challenge dmg to each level, a Barb adds his Rage bonus to Str to each level" and so on and so forth. Thus you get an ever scaling bonus to dmg that a non-martial class cannot hope to equal.
lastly, you should probably put your foot down and nerf missile combat to some extent. Most games don't allow missile combat to outdamage melee combat...you can swing a sword much faster then you can shoot a bow. Missile combat has the rather unfair advantage of being, well, at range, and keeping you completely safe, while being able to unload full attacks frequently, and not being inferior in damage to melee weapons at all. The risk you take with melee weapons by being in combat range is that you can deal out more damage to the enemy. So, missile weapons should have a maximum number of iteratives that you can execute with them, to rein them in and offset their safety advantages.
I'd probably go with max 2 attacks for bows, 1 for xbows, and if you want more, spend feats for rapid shot and Manyshot. This also mirrored 1 and 2e, and exchanging dmg for the safety of ranged combat is a decent tradeoff.
Just a note: Remember to apply the distance modifiers of +2/10 feet on perception checks.
Also note that sight is affected by illumination. Unless everyone is trotting around with Darkvision, toting around a light source should have other implications...and you can't take 10 while distracted or in combat.
It should also be noted that one of the best ways to use traps is to have the enemy trigger them, not wait for the party to see them.
And if his Perception shuts down invisible enemies...he invested more into it then the enemy from a cast spell or potion did.
I have to say, if I was immune to poison, and the GM then made up a poison I was not immune to, and THEN had me immune to the antidote 'because' of my poison immunity...I'd rip up my character in front of his face, drop the remnants on his head, walk out, and never look back.
*&^(&^ his story hour. He can slap himself on the back all he likes for 'trumping' me. If he can't find a story that doesn't deal with )*^)&*^ me over on my one strong point, there's a place he can go that's warm enough for him.
If you look at Pathfinder Tales, it's amusing that the vast majority of such things are fighter based, and caster classes are either seriously underplayed or outright killed off early so they can't mess up the stories. Drizzt became an epic fighter because of the stories about him and the fact he really was really, really good...but if you try to represent that level of martial ability in stories, you get frowned on.
They aren't writing epic fighters in Pathfinder Tales. They are writing about level 5-6 fighters in a level 10-12 world. When one eidolon can take apart a whole team and nobody even notice the summoner is popping spells on it...yeah, I take their whole line on high level martials with a complete grain of salt. Even the books with the century year old forced servant of Pharasma is severely unimpressive when it comes time to fight, always overshadowed by the outsiders around him.
Side note: I was in two of the first three Pathfinder compilation anthologies of fan fiction, and wrote about a fighter, naturally enough. The editor first had problems with the basic duel, and I had to explain to him exactly how Crane Wing worked and the duel was basically reflecting game mechanics. The second story, the sheer force of the MC's blows, and his ability to take damage, were clearly way above human, and I had to point out to the reluctant editor just what Power Attack and magic weapons allowed you to do for damage, and just what high hit points and damage reduction meant you could take.
The AP's follow the same formula. Epic end AP fights are always magic-centered. There are no AP's where the end boss isn't a spellcaster or creatures with spell-like abilities, simply because endgame martials are not a threat to an adventuring party...they are minions to casters. The closest they come is Skull and Shackles, where they get around the problem by giving artifacts and unique abilities to the Pirate lord so he has some magical abilities to fall back on. And a magical ship. And magical constructs/undead to command. And pet spellcasters. Having no spellcasters at the end of the AP is basically asking for it to be a walk if you've got your own casters in a party.
Fighter damage is largely based upon getting full attacks. He's probably comparing a melee Fighter to the three classes. He probably wouldn't feel so bad if he was playing a spec archer.
Gunslingers are ranged touch attacks. Nobody beats them at close range IF they can get off their full attack sequence, simply because they won't miss.
You should have seen some of the old optimizer threads re: bards on the 3.5 boards at TSR. I think they had Dragonheart Bards giving out +10/+10 and +d6 fire damage to everyone in range of their voice.
Rocking out, indeed.
Oh, and if you want an Evil Power, the Horseman of War, Szuriel, would qualify.
Talek & Luna, you need to seriously read this link, because your arguments basically hit almost every single bloody trope that Jiggy linked to.
I'm amazed someone didn't just roll their eyes and link to it a hundred posts ago. I know you hit at least 1, 3, 4, and 7. Eesh.
Oh, and this one:
And Kirth's Addendums: