Hobgoblin Commander

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that grants you a bonus to damage when using Silver or Cold Iron weapons.

I know I've seen it somewhere and even had it saved for a time but after my last computer crashed I cant seem to find it now...and every time I put something into the search engines (any search engine) I just get back irrelevant things about Damage Reduction.

Anyone here remember what I'm looking for?


This order I've made has been Pending for some time. Is there anyone that can help me resolve this?


...Does anyone here know how much gold a Level 20 Character has?

I don't have the book, so I cant look myself, and this question has recently come to my attention.

So if anyone knows right now, I'd be momentarily grateful!


While the some of the Traits in the fine for what they do there are a few that are pretty lackluster in their performance. In addition to that all of them are designed more for non-martial type characters and their benefits are less likely to be a useful trade-off for a Trait...or they just don't fit your chosen archetype.

All these traits have some niche or another that it encourages things such as teamwork, guard duty, dueling, skulduggery or politics. For the most part wealth is major element for most them too as this adventure places the characters in Taldor's High Society, and one way or another you should look the part, and considering the likely use of Bribery and the amount of gear you can get by the end of the first Adventure Path these are hardly unbalancing.

As for the power of these traits, well Campaign Traits are usually stronger than other types and beside which...This Taldor. You are Taldor (or at least serve it's interests). Therefore you are superior to those knuckle-dragging foreigners!

"Ave, Imperator, morituri te salutant!"

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Veteran Phalanx Foot-solider: You are one of many proud warriors that make up the backbone of the Empires military, the Phalanx. Regardless of birth or station you have served alongside your fellow countrymen and have learned the strength of the many, for as long as you fight together the strength of Taldor shalt not waver. As long you are fighting adjacent to another Taldan wielding a shield (but not a buckler) or a longbow you gain a +1 trait bonus to your Attack Rolls and Armor Class.

Elevated Taldor Officer: A proud army requires an equally great officer to lead it, and without doubt you are greater than any found in lesser lands. For your efforts pride and wealth have been cast in your direction elevating you to higher status...what you do with status is up to you. You gain a +2 Trait Bonus to Profession (solider) rolls and a set of Masterwork Parade Armor or Breastplate for free and a stipend of 300 gold.

Dishonored Soldier: You are shame upon your people. A smudge on its perfect record. A disgrace to your race. Regardless of the crime you committed it lead to your discharging (though not, at least, your execution) from one of the glorious armies of mighty Taldor, though not without taking a few things along the way. But Fortune knocks twice and this your second chance for prosperity, and if you fail, your last. Your slanderous excuse of a past has left you with a skills at your disposal and you gain a +1 trait bonus to all Sneak, Disable Device, Intimidate and Bluff rolls and one of these skills becomes a Class Skill for you. In addition your 'activities' have earned you 200 gold of ill-gotten gains...you scoundrel you!

Hopeful Bureaucrat: “Upward and onward” has been your motto for as long as you remember and after all the blood, sweat and back-door dealings you have advanced high enough to start having pull among the elite of an Elite society. But ultimately you are still a young fish in a pond full of old sharks and the dangers have only become greater...but the PRIZE! All you need is a solid backer and you'll be set for life, and as luck would have it the lady Eutropia has taken an interest in your endeavors, and the sound of fame and fortune seemed destined to follow. Your higher learning grants you a +3 Trait Bonus to either Knowledge (local) or Knowledge (Nobility); alternatively you may split the bonus among those two skills and both of those skills is considered a Class Skill for you. Lastly you have amassed a small fortune of 300 gold for your frivolous spending.

Protege Rondelero: Perhaps the the only thing more glamorous than the mighty armies of Taldor is the dashing swordsman of the Rondelero tradition. With a precise blade-work and judicious use of buckler you glide through duels like a fish in the water, and among your peers YOU have proven to be the biggest catch of the lot. A fancy event is soon to take place and there are sponsors that have formerly invited you to this years Grand Day of Exaltation, you aim to impress your skills to them. Upon your christening from the academy as a Protege you are granted a Masterwork Falcata and Buckler and gain a +2 Trait bonus on all rolls made during a Duel.

Fresh-faced Ulfen Guard: You haven't been in town long but something about this place both enchants and annoys you to the marrow for reasons you cant yet fathom. Regardless you are member of Ulfen Guard a defender of the royalty of Taldor, albeit a new one to scene, and your personal feelings mean nothing to the job that needs completing (and the reward that waiting at the end of your services). Alas your a greenhorn to the old guard and they think that you will either trip over your feet at the ceremony, or pick a fight because some inbred noble called you fat, and you've been left out of main event and put on an inane guard duty of a already heavily guarded district.

But luck is on your side after saving a seemingly minor noble you find yourself invited. Perhaps you can show them old bastards up...unless you get killed that is. Each round you may select one character (PC or NPC), that character becomes your charge until the end of battle. As long as your adjacent to your charge you grant them a +2 Trait bonus to their AC and gain a +1 Trait Bonus to Attack and Damage rolls against enemies targeting them.


Now I didnt even know the last two even existed before, but I sure do now, and after searching cant find the answer so I'll ask here: Do these Weapon Enchantments stack or do they not?

On one hand all previous discussions like this seem to be limited to try to stack Bane multiple times on a target, but in this case these are three separate abilities with three different triggers (even though they all have the same kind of bonus +2 Enchantment, +2d6 damage; all Untyped).

So is it a useless combination or is does it utter wreck some poor saps day?


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Also erroneously known as the Mage Knights, Spellblades or War Wizards, the Knight Enchanters are an elite Order of martial-minded men and women that understand that magic is tool… and that there are only two types of people in the world: Tools and Tool Users. Eschewing the typical superstition and banal ignorance that most people tend to have on the subject, the Knight Enchanters fully embrace the existence of magic to its full martial potential and do not shy away from its study or advancement.

Most common in regions where mage-craft is common (the regions of Geb, Nex, and Cheliex in particular) many Knight Enchanters tend to find a not-entirely unjustified reputation of being the martial arms of those nations, and it can be painful for patriotic and freelance Knight Enchanters to wandering into regions where this ill-will is deep-rooted.

Lawful Knight Enchanters are the backbone of many magocracy military might and mercenary companies. While their Chaotic counterparts tend to be mavericks and monkey wrenches looking for a place to throw themselves into.

Class Features

Arcane Skills (Ex): Knight Enchanters gain 2 extra Skill Points per level these points must be spent on Spellcraft and Use Magic Device. These skills are considered Class Skills for the Knight Enchanter.

This ability replaces Proficiency with Heavy Armor and Tower Shields.

Enchanter (Su): At 1st Level a Knight Enchanter gains the Arcane Strike feat even though he is not a spell caster, using his Class Levels in Knight Enchanter to determine his Caster Level for the purpose of the feats effects. Instead of the normal benefits provided by the Feat, the character may choose instead to apply its bonus to all ranged attacks until the end of the round.

This ability replaces the Bonus Feat gained at the 1st Level.

Fueling Arcana (Su): Normally it is impossible for non-spell casters to restore lost magic to items that eventually wear out (such as wands and staves), but an Knight Enchanter is far from ordinary. At 2nd Level once per day you may spend two uninterrupted hours with a drained magical tool to restore one its lost uses, you may use this ability an additional time per day at 6th level and another use every four Levels thereafter.

This replaces your Bonus Feat gained at 2nd Level.

Mage-Craft (Sp): Knight Enchanters are some of the best users of magical tools in the world, their dedicated knowledge and insight into the creation of these tools grant them a finer level of use than many spell caster could ever hope to achieve. At 2nd level you gain a +1 Bonus to the Save DC and Caster Levels for any magic tool a Knight Enchanter uses, including rolls to pierce Spell Resistance and normally fixed effects. This bonus increases by +1 at 6th Level and every four levels thereafter.

This ability replaces Bravery.

Tools of Magic (Su): A Knight Enchanter is able to use magic tools better than most spell casters can, and are not adverse to making their own tools. At 3rd level a treat you levels in Knight Enchanter as Spellcaster Levels for the purpose of activating and crafting magical items and meeting the prerequisites of Item Creation feat. You are considered an Arcane caster and count as having all Wiz/Sorc and Bard Spells on you ‘Spell List’ (A GM may exempt spells they consider too rare to be freely given…as long as the spell casters share the same fate), and use the higher of your Intelligence or Charisma for determining Save DC‘s and meeting Minimal Ability Score requirements. Lastly you do not suffer Arcane Spell Failure for casting spells in armor when using Scrolls.

This ability replaces all of the Armor Training Class features.

Eldritch Talent (Ex): There are many basic magic tools that Spellcaster tend to take for granted, and their mundane counterpart are clueless to their value, despite their impact on the world. Scrolls, Potions and more advanced crafts have shaped the face of the world to such a degree that few notice that obvious fact that without them we would all face certain doom. In the face of an otherwise fatal end, the Knight Enchanter learns to craft their own tools so as to shape they’re own destiny. At level 4 you gain the Scribe Scroll and Brew Potion Item Creation feats, and every even level thereafter you may select either a normal Fighter Bonus Feat or a Item Creation feat.

This replaces your 4th Level Bonus Feat and alters all Bonuses gained thereafter.

Great Enchanter (Su): At 19th level the bonus gained by your Enchanter Class Feature doubles and its effects now last until the beginning of your next turn.

This ability replaces Armor Mastery.


Now here's a bit of an odd question (and since I cant find any other threads on the matter I guess it hasnt been asked yet), though forgive me if I managed to fail a Search Check and missed it.

If you possess the ability to use 2 Style feats at once (dipped into Master of Many Styles for example) would these two styles stack with each other? And if not, would you allow them stack?


“Einhänder” Fighter archetype
Einhänder (one-weapon) fighters are a uncommon and misunderstood breed of warriors in the world. While seen as little more than dandies by many, einhänder fighters are brutal and intelligent warriors that take advantage of everything they can to attain victory. Their ‘empty hand’ is used for precision, balance, and for attacks that few see coming; for even an empty hand is still a weapon.

Professional Warrior
At 1st level a Einhänder fighter gains the Improved Unarmed Strike, Combat Expertise and Power Attack feats, even if he does not meet the prerequisites. A Einhänder Fighter can ignore the Ability Score prerequisite of feats with Power Attack or Combat Expertise as prerequisites. This ability replaces the fighter’s 1st level Bonus Feat and the fighter’s proficiency with medium armor and heavy armor, and shields.

Broad Maneuvers
At 2nd level and every two levels thereafter a Einhänder Fighter can choose to take any two Improved Combat Maneuver feats in the place of the normal bonus feat gained at those levels. At level 6 on a Einhänder Fighter can choose to take up to any two Greater or Quick Combat Maneuver feats that he has the Improved version of in place of the normal feat gained at those levels.
This ability alters the Bonus Feats gained at 2nd level and every Fighter Bonus Feat gained thereafter.

Maneuver Mastery (Ex)
At 2nd level, a Einhänder fighter gains a +2 bonus on all CMB checks and to his CMD. These bonuses increases by +2 at level 6 and every four levels thereafter. This ability replaces Bravery.

Strategic Movements
At 3rd level, a Einhänder Fighter in light or no armor and unencumbered, adds his Intelligence bonus (if any) to his AC and his CMD. These bonuses to AC and CMD apply even against touch attacks or when the Einhänder fighter is flat-footed. At 8th level and every four levels thereafter the Einhänder Fighter gains a +1 Dodge bonus to AC and CMD and a +5 bonus to Base Speed.

He loses these bonuses when he is immobilized or helpless, when he wears any armor over light, when he carries a shield, or when he carries a medium or heavy load.
This ability replaces Armor Training 1 and 3.

Singleton (Ex)
At 5th level, a free Einhänder Fighter wielding a melee weapon in one hand and leaving his other hand free, or when fighting unarmed, gains a bonus to attack rolls and to his CMB equal to his Intelligence Modifier (minimal +1).
This ability replaces Weapon Training 1.

Uncanny Dodge (Ex)
Starting at 7th level, a Einhänder fighter can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A Einhänder fighter with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If a Einhänder fighter already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead. This ability replaces Armor Training 2.

Smooth Moves (Ex)
At 9th level a Einhänder fighter can choose to ‘Take 10’ with his combat maneuvers treating the result of a combat maneuver as his CMB+10.
This ability replaces Weapon Training 2.

Surgical Precision
At 13th level, a Einhänder fighter wielding a melee weapon in one hand and leaving his other hand free, or when fighting unarmed, gains a bonus to damage equal to his Intelligence modifier (minimal +1).
This ability replaces Weapon Training 3.

Improved Uncanny Dodge (Ex)
At 15th level and higher, a Einhänder fighter can no longer be flanked. This defense denies a rogue the ability to sneak attack the Einhänder fighter by flanking him, unless the attacker has at least four more rogue levels than the target has fighter levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
This ability replaces Armor Training 4

Perfect Moves (Ex)
At 17th level a Einhänder fighter can choose to ‘Take 15’ with his combat maneuvers treating the result of a combat maneuver as his CMB+15. This ability replaces Weapon Training 4.

One-Armed Demon (Ex)
At 19th level, a Einhänder fighter is capable of attacking at blinding speeds with such ease that it almost appears that they are attacking with two weapons. An Einhänder fighter gains an additional attack each round at their highest attack bonus even when making only a single attack action or when otherwise limited to only one attack (such as from using the Vital Strike feat).

Weapon Mastery
A Einhänder fighter must choose a light or one-handed melee weapon to select for Weapon Mastery.


After looking around I noticed that there was no errata for the completely useless feat “Prone Shooter” from Ultimate Combat, so I decided to make one myself and see what people thought in terms of use and balance. After making the initial feat I got the idea for a few other feats to benefit for the prone combatant. So please tell me your opinion about them.

Prone Shooter
Prerequisite: Weapon Focus (crossbow or firearm), Base Attack Bonus +1,
Benefit: If you have been prone since the end of your last turn, you can make a single ranged attack with a crossbow or firearm as a full-round action, gaining a +1 bonus on the attack roll. You gain an additional +1 on this bonus at base attack bonus +6, +11, +16, and +20 (for a maximum of +5 at base attack +20).
Special: You can combine the full-round action attack this feat allows with the benefit of Vital Strike, Improved Vital Strike, or Greater Vital Strike.

Prone Defense
Prerequisites: Dex 13, Dodge
If you have been prone since the end of your last turn, you gain an additional +2 bonus to AC against ranged attacks and the penalty to your AC against melee attacks is reduced by -2. A condition that makes you lose your Dexterity bonus to AC also makes you lose the benefits of this feat.
Normal: A prone character gains a +4 bonus to AC against ranged attacks and a -4 penalty to AC against melee attacks.

Lay Still
Prerequisite: Stealth 2 ranks, Survival 2 ranks
Benefit: If you have been prone since the end of your last turn, you gain a +2 circumstance bonus to Stealth. If you are gaining the benefit of cover while prone the bonus to Armor Class and Reflex Saves both increases by +2. If you are gaining the benefit of concealment while prone the chance of missing increases by 10%.

Dead Man Shooting
Prerequisite: Prone Shooter, Weapon Focus (crossbow or firearm), Base Attack Bonus +6
Benefit: If you have been prone since the end of your last turn, you can make a single ranged attack with a crossbow or firearm as a full-round action, gaining a +2 bonus on the damage roll. You gain an additional +2 on this bonus at base attack bonus +11, +16, and +20 (for a maximum of +8 at base attack +20).
Special: You can combine the full-round action attack this feat allows with the benefit of Vital Strike, Improved Vital Strike, or Greater Vital Strike.


I would like some help in hammering out this archetype remake (yes I know about the Ultimate Combat one, it’s a bit of a letdown), and I know its likely overpowered (in one direction or another). I see issues in wording and use and would like any help anyone can offer in balancing it out to a reasonable level.

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Free Hand Fighter archetype

Weapon and Armor Proficiency
A free hand fighter is not proficient with medium armor, heavy armor, or shields.

Strategic Evasion
At 1st level, a free hand fighter in light or no armor and unencumbered, adds their Intelligence bonus (if any) to his AC and his CMD. These bonuses to AC and CMD apply even against touch attacks or when the free hand fighter is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor over light, when he carries a shield, when he attacks with a weapon in his oft-hand, or when he carries a medium or heavy load.

Maneuver Professional
At 1st level a free hand fighter chooses one of the following options:
*Combat Expertise and one of the following feats: Improved Dirty Fighting, Improved Disarm, Improved Feint, Improved Reposition, Improved Steal, Improved Trip.

*Power Attack and one of the following feats: Improved Bull Rush, Improved Drag, Improved Overrun, Improved Sunder.

A free hand fighter need not have any of the prerequisites normally required for these feats to be selected, and can ignore the Ability Score prerequisite of feat with them as prerequisites. This ability replaces the fighter’s 1st level bonus feat.

Maneuver Mastery (Ex)
At 2nd level, a free hand fighter gains a +2 bonus on all CMB checks and to his CMD. These bonuses increases by +2 at level 6 and every four levels thereafter. This ability replaces Bravery.

Elusive (Ex)
A free hand fighter in light or no armor gains a +1 Dodge bonus to AC and CMD at 3rd level and every four levels thereafter, up to the maximum of +5 at level 19. At level 7 and again at level 15 the free hand fighter gains a +5 bonus to speed when in light or no armor and when not carrying a medium or heavy load; this bonus to speed is considered Extraordinary.
This ability replaces Armor Training 1 and 3.

Singleton (Ex)
At 5th level, a free hand fighter gains a +1 bonus on attack and a +1 Deflection bonus to AC when wielding a melee weapon in one hand and leaving his other hand free. This bonus increases by +1 per six levels after 5th.
This ability replaces Weapon Training 1 and 4.

Uncanny Dodge (Ex)
Starting at 7th level, a free hand fighter can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A free hand fighter with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If a free hand fighter already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead. This ability replaces Armor Training 2.

Smooth Maneuver’s (Ex)
At 9th level a free hand fighter can choose to ‘Take 10’ with his combat maneuvers treating the result of a combat maneuver as his CMB+10.
This ability replaces Weapon Training 2.

Lightning Fast Blows (Ex)
At a level 13th free hand fighter fighting with a one-handed weapon or lighter in one hand and leaving the other hand free can make more attacks than normal. As a full-attack action a free hand fighter gains two extra attacks at their highest attack bonus at a -2 penalty on the first attack and all attacks thereafter (until the beginning of his next turn). Any time a free hand fighter would normally be only allowed a single attack, such as when charging or using the Vital Strike feat, he can choose to make an additional attack using the same modifiers as the first with an additional -2 penalty to attack rolls.
This ability replaces Weapon Training 3.

Improved Uncanny Dodge (Ex)
At 15th level and higher, a free hand fighter can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has fighter levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
This ability replaces Armor Training 4

King of Battle Field (Ex)
At 19th level, a free hand fighter has pushed his mastery of combat maneuvers to its maximum potential, when wearing light or no armor the free hand fighter gains the following abilities:
*If not already possessing it, the free hand fighter counts as having the Improved Combat Maneuver feat for every combat maneuver.
*If not already possessing it, the free hand fighter counts as having the Greater Combat Maneuver feat for every combat maneuver that he has the Improved version of.
*If the free hand fighter already has the Greater version of a combat maneuver feat, they gain a +4 bonus to CMB with that maneuver and the following special effect:
-Disarm/Feint/Sunder: The target is considered flat-footed until the beginning of their next turn.
-Trip/Bull Rush/Overrun: The target is Dazed for 1d4 rounds.
-Drag/Reposition: You can perform these maneuver’s as move equivalent actions.
-Grapple: You can perform and maintain a grapple with one hand without penalty. You can also grapple multiple target (if both hands are empty) without any additional penalty.
-Steal: A target gets no bonus to CMD for ‘fastened’ items.
-Dirt Trick: The maneuver lasts 4 rounds plus 1 for every 5 point that you beat the target’s CMD, and require a full-round action, that provokes an attack of opportunity, to undo

This ability replaces Armor Mastery.


After about an hour of searching fruitlessly I’ll simply throw this out to the boards to answer (and with any luck the creators will have time to answer themselves).

The question is about whether the feat “Touché” can be used with the Duelist’s Parry and similar abilities?

Although I figured it would, Creator Input would be nice. Failing that I ask if anyone would have a problem with that and/or would they allow it all…

…and on the subject of Touché would it be wrong to think that it works like Power Attack in that when using a one-handed or light weapon in one hand and nothing in the other, that its bonuses increase in similar fashion (from 1-for-1 to 1-for-2)?

Here’s is the feat itself:

Touché (Combat)
You can make a quick, accurate attack at the expense of hitting power.
Prerequisite: Dex 13, BAB +1
Benefit: You can choose to take a –1 penalty to all weapon damage and combat maneuver checks (to a minimum of 0) to gain a +1 bonus to all melee weapon attack rolls. This bonus to attack rolls is increased to by an additional +1 if you are fighting with a one-handed or light weapon in one hand, and have nothing in your other hand. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increased by –1 and the bonus to attacks increases by +1.
You must choose to use this feat before making any attack rolls, and its effects last until your next turn. The bonus does not apply to touch attacks or effects that do not deal hit point damage.


Now that it’s the right I’ll bring this up again. I would like to ask for a consensus on whether it be too overpowered to lower the following Epic Special Qualities to the +5 status:

Acidic Blast
Chaotic Power
Distant Shot
Fiery Blast
Holy Power
Icy Blast
Lawful Power
Lightning Blast
Mighty Disrupting
Sonic Blast
Unholy Power

The reason I ask is because (few would deny) that the only +5 Enchantment for weapons, Vopral, is…how to put tactfully…completely useless? An effect that only occurs once in a purple moon and possibly when it’s of no use (majority of Undead, Constructs, Oozes, ‘Heavy’ Fortification Armors, and other Odd Balls)…while the Armor abilities of the +5 margin are always useful (and don’t have much in the way of “situational use only”).

Sacred Feth! To the point I would like to know if possibly Pathfinder will make those above abilities apart of the Non-epic tenure (is that the right word?) and what you all would think of it if they did.

Also can we get a final vertic on whether things like Flaming and Flaming Burst stack or not?


Don’t know if this is the right place to put this (is it more about equipment? or the magic?) and I feared that it would be buried in the Equipment section by the multiple threads ‘Demanding’ no speed penalties for armor *rolls eyes*. Though if it is, would you please move it.

Moving along. I would like to ask for a consensus on whether it be too overpowered to lower the following Epic Special Qualities to the +5 status:
Acidic Blast
Chaotic Power
Distant Shot
Fiery Blast
Holy Power
Icy Blast
Lawful Power
Lightning Blast
Mighty Disrupting
Sonic Blast
Unholy Power

The reason I ask is because (few would deny) that the only +5 Enchantment for weapons, Vopral, is…how to put tactfully…completely useless? An effect that only occurs once in a purple moon and possibly when it’s of no use (majority of Undead, Constructs, Oozes, ‘Heavy’ Fortification Armors, and other Odd Balls)…while the Armor abilities of the +5 margin are always useful (and don’t have much in the way of “situational use only”).

Sacred Feth! To the point I would like to know if possibly Pathfinder will make those above abilities apart of the Non-epic tenure (is that the right word?) and what you all would think of it if they did.

…Also I can’t seem to find any clarification on whether Special Qualities like Flaming and Flaming Burst stack in 3.5, any know the answer?


By “Gambling Weapons” I mean weapons that have, usually, a low Damage and Threat Range but very high Critical Multipliers: Picks and Scythes being the forefront of such weapons. These weapons are favored, generally, by people who don’t mind getting smaller gains on average if the chances for a extreme one can occur (hopefully when you really need it).

Err I’ll just cut right to the point.

As it is currently written other weapons practically ones like the Greatsword (high-Damage; Mild-Critical Threat and Multiplier) suddenly become MUCH more powerful than the “Gambling” weapons when they (the high critical weapons) are suppose to shine.

Simple and Short Example:
Not taking in other random factor just the base stats.
A Greatsword would be considered: 2d6 Damage; 18-20/x3 Critical
While the Scythe (a two-handed weapon in fair comparison) is only: 2d4 Damage; 19-20/x4 Critical.

Just at a glance the Greatsword does more damage on average; will score critical hits a little more often; and taking anything into account will out-perform the scythe when it does score a critical hit.

My only desire is that the limit of (x4) be changed to (x5) so that those players that favor those weapons don’t feel like the made a bad choice latter down the road…that is all!


I’ve heard a bit about fighting styles (in Fighter Threads in particular) and I thought I might as well try my hand. Many seem to about predetermined feat-chains and whatnot, which is a little tedious and fairly complicated in some ways. So I though to make the styles in simple feats that scale with level (isn’t that what people are yellin` about) and that don’t require a lot of sub-systems and paperwork (I agree with Jason Bulmahn about Fighters needing to quick and easy to play).

Sorry if someone has already posted this idea.
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Single Weapon Style
Prerequisite: Base Attack Bonus: +1

When wielding a weapon with one hand and nothing in the other you gain the following benefits:

+1 Attack Rolls
+1 Damage Rolls
+1 Armor Class

This bonus increase by one every four levels thereafter.

Two-handed Style
Prerequisite: Base Attack Bonus: +1

When wielding a weapon with two hands you gain the following benefits:

+1 Attack Rolls
+2 Damage Rolls

This bonus increase by one every four levels thereafter.

Weapon and Shield Style
Prerequisite: Base Attack Bonus: +1, Shield Proficiency

When wielding a weapon with one hand and a shield in the other you gain the following benefits:

+1 Attack Rolls
+2 Armor Class

This bonus increase by one every four levels thereafter.

Two-weapon Style
Prerequisite: Base Attack Bonus: +1, Two-weapon Fighting

When wielding two weapons you gain the following benefits:

+2 Attack Rolls
+1 Damage Rolls

This bonus increase by one every four levels thereafter.

Unarmed Style
Prerequisite: Base Attack Bonus: +1, Improved Unarmed Strike

When wielding no weapons or wearing just a gauntlet/s you gain the following benefits:

+3 Armor Class

This bonus increase by one every four levels thereafter.

Archery Style
Prerequisite: Base Attack Bonus: +1, Point-blank Shot

When wielding a bow you gain the following benefits:

+3 Attack Rolls

This bonus increase by one every four levels thereafter.

Crossbow/firearm Style
Prerequisite: Base Attack Bonus: +1, Pont-blank Shot/Exotic Weapon Proficiency (firearm)

When wielding a crossbow/firearm you gain the following benefits:

+3 Damage Rolls

This bonus increase by one every four levels thereafter.

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Comments? Thoughts? Improvements?