Two-Handed Fighter Ability Replacement


Homebrew and House Rules


The fighter in my group wants to take the Two-Handed Fighter Archetype, but he also doesn't want to lose armour training. Would it be too much if the DM allowed him to "buy back" his armor training using his lv 4, 8, 12, 16, and 20 feats, and got the benefits at those levels? Realistically, only armour training 1-3 will come into play as the campaign is unlikely to go much past 12.
All he'll be getting is +10 move, +3 max dex -3 armor check. The +10 move is basically the Fleet Feat, the armor check and Max Dex combined is basically Dodge + Free Mithral. Not really but it's a ballpark. Dodge is kind of a sub-par feat, especially to a Fighter who already has good AC, so is how much would the "Free Mithral" be worth considering it would stack with actual Mithral armor. Maybe too much.
Fighter's Dex is 13, so he can only abuse it so much.

Two-Handed Fighter

Spoiler:
Some fighters focus their efforts on finding the biggest,
heaviest, most imposing weapon they can find and training
to manage and harness the weight of their massive weapons
for maximum impact. These fighting school benefits only
apply when using two-handed weapons.
Shattering Strike (Ex): At 2nd level, a two-handed fighter
gains a +1 bonus to CMB and CMD on sunder attempts
and on damage rolls made against objects. These bonuses
increase by +1 for every four levels beyond 2nd. This ability
replaces bravery.
Overhand Chop (Ex): At 3rd level, when a two-handed
fighter makes a single attack (with the attack action or a
charge) with a two-handed weapon, he adds double his
Strength bonus on damage rolls. This ability replaces
armor training 1.
Weapon Training (Ex): As the fighter class feature,
but the bonuses only apply when wielding two-handed
melee weapons.
Backswing (Ex): At 7th level, when a two-handed
fighter makes a full attack with a two-handed weapon,
he adds double his Strength bonus on damage rolls for
all attacks after the first. This ability replaces armor
training 2.
Piledriver (Ex): At 11th level, as a standard action, a
two-handed fighter can make a single melee attack with
a two-handed weapon. If the attack hits, he may make a
bull rush or trip combat maneuver against the target of
his attack as a free action that does not provoke an attack of
opportunity. This ability replaces armor training 3.
Greater Power Attack (Ex): At 15th level, when using
Power Attack with a two-handed melee weapon, the bonus
damage from Power Attack is doubled (+100%) instead
of increased by half (+50%). This ability replaces armor
training 4.
Devastating Blow (Ex): At 19th level, as a standard action,
a two-handed fighter may make a single melee attack with
a two-handed weapon at a –5 penalty. If the attack hits, it
is treated as a critical threat. Special weapon abilities that
activate only on a critical hit do not activate if this critical
hit is confirmed. This ability replaces armor mastery.


In my opinion, seems perfectly reasonable. Go for it.


You can almost guarantee that if he's got armour training (and especially if he's specifically asking for it) that he'll take full advantage of it, through Belts of Dex etc.

If that's something you're comfortable with, and your group usually modifies class abilities then go for it.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Two-Handed Fighter Ability Replacement All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules