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[Homebrew] The Improved Fighter


Suggestions/House Rules/Homebrew


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This is the fighter as he should be, at least in my opinion.
Maybe he now is a bit overpowered, so that's where you guys (and gals) are come into play.

However, I believe that the main concept is solid and only some of the fighter training abilities (you'll see what I mean) are to powerful (or maybe to weak).

Thank you all for your time and interest.

DracoDruid's Improved Fighter


At first glance, it seems interesting. You trade raw power for versatility. I am not sure if the loss of Weapon Training is worth it though since you give up high level hitting power. I assume there is no Weapon Training equivalent in the fighter trainings list on purpose?

I think the buff to weapon focus in unnecessary, weapon focus is already a good feat.


Thanks, but are you serious?

I think Weapon Focus is one - if not THE - most retarded feat of all!

Burn one feat to get +1 to hit with ONE weapon?!

That's just plain BS.

If you'd directly combine it with Weapon Spec. into one feat, now you got yourself a decent (maybe a bit too powerful) feat.

But in the end, I think my version is the right middle ground.

And it somehow replaces or substitutes Weapon Training.


Why would anyone ever take Combat Training over Adaptive Feat?

There is no Knowledge (warfare) skill. In your home games, maybe, but that would probably be covered by...History, I guess? Not sure.

Don't care for this version of Armor Training, why not just give them regular armor training?

Quote:

Ambidextrous: A fighter with this ability does not suffer the usual –4 off‐hand penalty and may add his

full Strength bonus to any attacks made with his off‐hand. The reduced off‐hand penalty does not stack
with Two‐Weapon Fighting.

Explain this better: The off-hand penalty without TWF is -10, so if you take this, you're only making attacks at -6/-6.

I don't like Disrupt Action.

Jump up should probably be a swift action.

Nitpick: you have Hold Ground listed twice.

Ready for action needs a LOT of explanation there.

You have so many slots to choose from, yet not enough abilities it seems, especially the Advanced ones. You have 20 (potentially 30) of these slots, but only 20 possible choices (Excluding double-dipping, of course.) You have 10 chances to get advanced slots, but only 5 options.

The Fighter should not have all good saves, maybe good physical saves, but not mental.

The feats, just leave the W.Focus/Spec line as is, but treat it per weapon group in the APG, you know? Seems like a better fit.


@ Borthos:
Thanks for the (direct) critics. I apprechiate it.

1) Because adaptive feats start out EMPTY when starting every combat (not just the first one per day). So you'll have to either waste several rounds doing nothing to fill them all up (maxium 3 per round for 1 StA, 1 MA & 1 SwA), or use one swift action per round. But this would meen, you'll need 1 round for every adaptive feat you got until you filled them all.
And feats like Improved INI taken as adaptive feat, don't do any good at all (except with Assess Situation).

2) Sure there is a Knowledge (warfare) skill. The topics listed in the player's handbook are simply

Quote:
typical fields of study

Knowledge (warfare) would include everything around planning a war campaign. Supply routes, strategies, battle tactics, siege tactics, etc.

You could use it to analyze a battle field and come up with a tactic (which a GM might transform into an ini bonus or a bonus for/against an ambush).
You could analyze a fortress and find its weak spots, either to attack there or know where and how to reinforce them.

Knowledge (History) would simply tell you were some important battles took place or who waged war against whom for what reason. But if you would have to actually PLAN a war campaign, you had no clue where to begin.

Maybe this won't get much use in the normal dungeon crawl, but it's still a valid skill and one missing to the fighter IMO.
If you don't agree, simply see it as the one skill that works with "Assess Situation". If that doesn't appeal to you, simply don't take it.

3) Armor Training: Why not? It's even better than before. And it addresses all those complains about the lack of difference between a light armored fighter and a heavy armored one.

4) Ambidexterous is mainly designed so that the fighter can fight without penalties if ever forced to use a one-handed weapon in his weak (aka off-) hand. Something a creative GM might throw out now and then.
And yes, if you only have AMBI and fight with two weapons, you'll be at -6/-6 (or -4/-4 for light off-hand weapon). But still with full STR to off-hand damage. (I'll add a sentence about power attack soon).
If you read TWF, you'll see that its reduction only works when actually fighting with one weapon in each hand. If you do so, TWF surpasses AMBI and therefore doesn't stack (the full STR bonus still does).
But if you only have TWF and are forced to fight with only one weapon in your off-hand, well then you still suffer the -4.

EDIT: Wait. This isn't an official rule (anymore)? Well, it should be (again).

5) Disrupt Action. Sorry to hear that. Anything in particular?

6) Jump up is simply the rogue's stand up trick, with the (IMO missing) Acrobatics check to prevent AoOs. The rogue trick is a free action and I sticked with it. But you are right, I think if anything BOTH abilities should be a swift action.

7) Hold Ground. Thanks, that slipped my attention somehow.

8) Ready for Action: You got me there. It's still in beta. Bottom line is a mixture of delay and ready action. You can take a delay action but when you decide to act, you act BEFORE everyone who would normally do so on this particular initiative count.
(So you could declare to delay your action, without any further trigger, but as soon as the evil wizard anounces to cast a spell, you may yell "WAIT!" and take your action before him.)

9) Since you can take several abilities more than once, you have plenty to take (especially "normal" combat feats).
I am momentarily lacking some advanced trainings. If you have some decent ideas, please feel free to name some.

10) I simply disagree. I think the fighter definitely should have all good saves.

11) I REALLY REALLY REALLY HATE (Greater) Weapon Focus & Spec. As I said before WF is simply retarded and a waste for any feat. (Just like 3.0 Skill Focus).
The bonuses in my version make up a solid feat, and the special line about the fighter is my try to make up for the (yet) lost Weapon Training ability.

----------------------------

I should have mentioned, that part of this redesign is still in beta testing. So please continue to point out any flaws, but if you like to calm my ego, I wouldn't mind if you name the points you like too.
;)


DracoDruid wrote:


2) Sure there is a Knowledge (warfare) skill. The topics listed in the player's handbook are simply
Quote:
typical fields of study

Knowledge (warfare) would include everything around planning a war campaign. Supply routes, strategies, battle tactics, siege tactics, etc.

You could use it to analyze a battle field and come up with a tactic (which a GM might transform into an ini bonus or a bonus for/against an ambush).
You could analyze a fortress and find its weak spots, either to attack there or know where and how to reinforce them.

That's actually Knowledge (Engineering) rather than (Warfare). I guess in your home games there could be a knowledge warfare, but in general, there isn't.

DracoDruid wrote:


3) Armor Training: Why not? It's even better than before. And it addresses all those complains about the lack of difference between a light armored fighter and a heavy armored one.

You have to take it twice to move full speed in med/heavy armor, and you're getting basically free admantine with the DR.

DracoDruid wrote:


4) Ambidexterous ...

Kind of a moot point because you have both the TWF feats which reduce the penalties further and Double Slice, which allow full str to off-hand.

DracoDruid wrote:


5) Disrupt Action. Sorry to hear that. Anything in particular?

Maybe it's because things like wands/rods don't provoke, and that's why I don't like it, but I can't really put my finger on it.

DracoDruid wrote:


6) Jump up is simply the rogue's stand up trick, with the (IMO missing) Acrobatics check to prevent AoOs. The rogue trick is a free action and I sticked with it. But you are right, I think if anything BOTH abilities should be a swift action.

Someone should correct me if I'm wrong, but iirc swift actions don't provoke AoOs anyway.

DracoDruid wrote:


8) Ready for Action: You got me there. It's still in beta. Bottom line is a mixture of delay and ready action. You can take a delay action but when you decide to act, you act BEFORE everyone who would normally do so on this particular initiative count.
(So you could declare to delay your action, without any further trigger, but as soon as the evil wizard anounces to cast a spell, you may yell "WAIT!" and take your action before him.)

Unless I'm reading this wrong, you can do that anyway? You just have to set a trigger. If all your ability does is bypass the need for a trigger, it's useless.

DracoDruid wrote:


9) Since you can take several abilities more than once, you have plenty to take (especially "normal" combat feats).
I am momentarily lacking some advanced trainings. If you have some decent ideas, please feel free to name some.

I understand that, but aside from the combat feats, it seems anything you have to take more than once to get the full use out of is better in the standard PF fighter because you don't have to have the ability multiple times, like armor training. Also, why no weapon training?

DracoDruid wrote:


10) I simply disagree. I think the fighter definitely should have all good saves.

The only class in the game with all good saves is the monk and that class is balanced around being a defensive class without a specific build. Why should fighters have all good saves?


Well, I can't comment on much of the other stuff but the fighter makes sense with all good saves when you consider that he fights about as fast and as skilfully as possible, is extremely tough and is stereotypically stoic, brave and strong willed.
Will is mostly not a mental save, it's a social one. Hence the standard PF fighter's bravery, which is different from a good will save but mostly has the same fluff.


I just posted v1.1 (see post #1)

I added some abilities to the list.
And changed others.

I am still not sure how to handle "Weapon Training" and the "Weapon Focus" feat chain.

Weapon Training is really clunky to write down (with all the weapon groups) and is a constant headache since with every new weapon, you'll have to decide to which group it belongs, or if it's even a whole new group.
In addition, unlike Favored Enemy/Terrain, it still follows the old "3.0" schematic whereas the first group taken will end up the best group.
AND - as I said before - weapon focus is simply retarded.

For now, I amped up the Weapon Focus feat chain in damage output.
By merging WF & WT the fighter is acutally only losing +2/+4 for ONE Weapon. And with the increased damage bonus I introduced, it's down to +2/+0. But for a whole of 20(!) weapons and not just one.

I think this IS more than enough.
Rather a bit too much actually...

RPG Superstar 2011 Top 8

Battle Tactician needs to be scaled down; tying initiative to a skill sounds like a bad, bad idea. If you keep your Knowledge (warfare) up (and that skill just got renamed "Initiative") you're looking at level (not even fighter level) + 3 (class skill) + Int modifier for initiative in every fight. Maybe base it on the diviner's Forewarned ability instead, but as it stands now, Battle Tactician makes Improved Initiative cry itself to sleep.

That paired up with 3 good saves, Full BAB, and a d10 hit die makes this class waaaaaaay too good not to dip in, especially at high levels, when winning initiative means winning the fight.

I'm still not sold on the Will save; Bravery was Pathfinder's way to shore that up and giving up a feat to pick up Iron Will hurts the fighter less than anyone else.

You might consider putting some level requirements on a few of these or chain some together.

I like the expanded skill list but I don't know about the 4 + Int skills per level. While it doesn't really break anything, I can't imagine giving fighters more skills with out boosting all the other 2 + Int classes as well.

I don't mind how Weapon Focus works as is; sure, it's not spectacular but the developers make it pretty clear that a +1 bonus to hit is about equivalent to +2 damage. Yes, it's only with one weapon, but how many weapons do your fighters use anyway? You only have enough gold to make one awesome and that's the one you will be using as much as possible. As it stands, your feat revisions are roughly equivalent to two feats, martial classes are going to be hard pressed not to pass that up. Being as you removed Weapon Training, this isn't such a big deal when only the fighters have access to these feats, but I'd recommend against letting anyone else snag them. (The CMD bonus to disarm and sunder is a nice touch though.)

If you've got to give Weapon Focus a boost, maybe when your BAB reaches 4 and for every 4 levels after that you pick another weapon that Weapon Focus applies to. That would help out if you find a set of +5 swordchuks to replace your less impressive +3 cheese-hammer, and it would open up other feats that require Weapon Focus in a specific weapon.

Qadira

Isn't what you described as Knowledge:Warfare already exist under Profession:Soldier?


@ Leaping Gnome:
Thank you very much for your input. It really helped me along.

TRAININGS:
I changed "Battle Tac." to just additionally add your INT to your INIT.
Thanks for that.
I will consider tiering or otherwise limiting the trainings.
Will do that in the near future.

SAVES:
I am momentarily considering going back to "poor WIL" but am not totally convinced either.
Maybe you guys might help me out and point out which situations (requiring a Will save) are the most often during your games.
(spells, sure, but which ones for example)

Right now, I see fear effects and charm/compulsion as the most often (and almost only ones).
And I believe those are two/three areas where the fighter should or even must prevail.
The fighter should be the least scared and should be the one "powering through" a mages petty tricks, not going astray from his path.

Maybe I will simply put two/three fighter trainings that do just that though. IDK yet.

SKILLS:
With a list of this size it seems a little underfitted if he remains at 2 SP / level. Most are physical which is okay for the fighter to have at decent ranks. (Especially with Swim and Climb STILL seperate skills...)

@ TAHIRAH:
I never got what "Profession (Soldier)" REALLY is about. I'd say is more about, how to work as part of an army. Knowing the common battle orders, and "how to be an effective professional soldier", but actual battle planning is more of a Knowledge skill than a Profession if you ask me so I added it.
But since there is no direct use of Knowledge (Warfare) anymore, those of you who don't like it, just ignore it.

WEAPON FOCUS:
I don't know if I got you right, but Weapon Focus is still the only feat that can be taken by any non-fighter. The higher-tiered feats are fighter only (check the prereqs).
But I will give those another thought.
Since my fighter can choose every level between a combat feat or a special training, I could just make all those "fighter only" feats into trainings. Would make much more sence, won't it?

Good night from Germany.

RPG Superstar 2011 Top 8

DracoDruid wrote:

I don't know if I got you right, but Weapon Focus is still the only feat that can be taken by any non-fighter. The higher-tiered feats are fighter only (check the prereqs).

But I will give those another thought.
Since my fighter can choose every level between a combat feat or a special training, I could just make all those "fighter only" feats into trainings. Would make much more sence, won't it?

Good night from Germany.

What if you just added an ability that said fighters (and fighters only) get those additional benefits from WF? Keep in mind that classes like magus have abilities that treat their class levels (or a portion of class levels) as fighter levels for the purpose of qualifying for feats.

I don't like the idea of magi (I think there's another prestige class or something as well) having access to something so close to weapon training.

If you're thinking of rolling those "fighter only" feats into a class ability, why not just offer weapon training as a fighter training option that's only available at 5th level and every 4 levels there after?

Have a beer for me.


Well. Our group isn't using UC & UM (yet).
(I think they aren't even released in germany)

But I read through the magus, and must say I don't even like it.

Not because he isn't great. He is. But that's exactly the problem.

They made a new class and gave it a bunch of interesting abilities,
but this makes the core wizard and even the core fighter just look undeveloped and uninteresting.

I wish they would use their energy to make the core classes interesting and flexible instead of pouring out more and more "better" base classes.

I don't need a magus. I need fighter/wizard multiclass rules that actually work.
I don't need a ninja (that's just a rogue damn it.) and I don't need a samurai or cavalier (fighter anyone?)

But that's not the point of this thread.

-----------

As I said, I will have a look. Maybe I will just put "Weapon Training" back to the fighter and adjust the weapon focus feats only minorly (is that even a word?)

As I said bevor, I had the WF-feats only give +1/+1 per feat, which felt more balanced. I think I will go back to that, and maybe reduce the number of weapons a fighter can use with them too.

RPG Superstar 2011 Top 8

@ DracoDruid = That's funny, I have the exact opposite feelings about the magus.

It seems like Paizo is trying to address some of your concerns with the various archetype options they have been producing. Every one offers a new option for your class that can refine and add to your concept. (You have the APG over there, right?)


Yeah, we do. Good book.
And since UC & UM are available on the PRD/SRD/OGC/JVC/QVC/WTF/...
I will probably allow them for my next campaign.
But whatever.

--------------

I updated the fighter once more. If anyone likes, please read (carefully) through the trainings, and give me a feedback.

Too lame? Too powerful? Should require level X?

Thank you all for your time and help.

P.S: I would like to give the fighter a MEDIUM Will save, but since those aren't part of the core rules, "I can't".

Taldor

Give him Iron Will as a free feat somewhere in the lowish levels (2 or 3)- that's the easiest way to implement a 'medium' will save.


If you take a deep look into my basic design, you'll realize that I don't give fixed feats at any level.

And still, "bad save" + "IW/LR/GF" is still +4 below "good save" messured over 20 levels.

So this might work for low(est) levels but it's not doing any good for higher ones.


Don't know if anyone is still interested by I'll update nontheless:
(Link in the first post, as always)

Version 1.3:

- Dropped the good Will-save
+ Improved both "Fearless" and "Unbound Spirit".

In Progress:

- I still don't know whether or how to introduce "Weapon Training" and if to change "Weapon Focus" at al. back to their normal effects.

I still prefer them as they are now, but I can see the wish for "less intrusion"...


DracoDruid -- you've provided a menu of "fighter talents," which is the obvious way to go, and, I think, what the class needs most. However, your talents vary wildly in usefulness. "Hmmm... do I reduce armor check penalties, get a boost to AC, and also maybe some DR? Why, yes, I think I will! Now, do I want to get a minor bonus to CMD for some situational maneuvers that probably won't ever come up? No -- how about I just take the armor thing again!"

What I eventually did was to take "gimmes" and "cool but not worth a slot on" choices and hard-wired them into the class progression as class features, then kept a reduced menu of talents as options. You can check out my house rules here (for ideas only; we rewrote the whole game and I'm pretty sure you don't want to go that route).

P.S. All good saves is what fighters had in 1e, at high levels, as their main class feature. I see no problem at all with it.


Better late than never: THANK YOU Kirth for your input.
It took me some time to consider them.

So, Version 1.4 is now live:

- I rechanged the WILL save back to good and tuned Fearless and Unbound Soul a bit down (1/4 fighter level).

- I moved the AC/DR bonus from Armor Training into a new Advanced Training "Armor Mastery".
I am momentarily thinking about splitting both trainings into Light/Medium/Heavy, but maybe this is to much of a cut.
@ Kirth: As to your comment: You did realize that you can only take this training once every 5th level (+1)?

- I removed one or two rather lame trainings.

- And I further changed the Weapon Focus feat chain:
1) I opened it for all classes (by making fighter level into BAB requirement)
2) I let the fighter choose a whole weapon group instead of several weapons.

I was never really fond of feats having a class level requirement. Those feats should be either (optional) class abilities or feats for all.

Likewise, I decided to NOT include Weapon Training into my Fighter redesign, since
a) I merged it at least partially with Weapon Focus, and
b) isn't really necessary since the fighter received a HUGE bump in other areas (Saves, Skills, Flexibility).

Please feel free to comment on possible game breakers or over/under-powered trainings.

Thanks for all your help, past and future!


Some comments.

Fast Helper: I love this. A lot. However, for the fighter flavor I would only make it combat-oriented things, like aiding an attack or AC.
Edit: On second thought, maybe some physical skills as well like dex or str based skills, like acrobatics or climb.

Feint Maneuver, Hold Ground, Evasion, Unbound Spirit, Uncanny Dodge: LOVE.

Assess Situation: Maybe some better wording here.

Ready for Action: I could see some level-dip exploiting of this ability. Perhaps make it "must be level 4th fighter." What monk WOULDN'T take a level dip in fighter for that?

Tower Shield Specialist: I think this should be level 3rd or 4th fighter again for level dip exploiting.

Deadly Charge, Feint Master, All-time Ready, Flexible Flanker: Love.

For the most part, I like what I see.


Thank you very much for both the feedback and the "liking". :)

I checked the parts you mentioned and you were right with all:

- Assess situation now reworded (you can use a move action to make a new intiative check...)

- Ready for action now 4th level requirement

- Tower Shield Spec. Now 4th level (Archetype got it at 5th so 4th is okay)

- Left Fast Helper as is. I believe most of the time it will be used for Attack/AC, but if not, it probably is no game breaker.

If it IS, please tell me so.

(changes are already live)

EDIT:

- finally added that a fighter treats all his ability scores as TWO points higher to qualify for combat feat requirements.
So Combat Expertise with INT 11, TWF with DEX 13, etc...

- TIGHT GRIP fighter training added (+4 against disarm/sunder, doesn't drop weapon if stunned/panicked)

- TOSS AROUND (+4 CMB/CMD on drag and reposition maneuvers)


Version 1.6 live.

- Revised version of MOUNTED COMBAT added


Version 1.7:

- some changes to fighter trainings.

Silver Crusade

I don't like the fighter having such a baller will save. Every class needs a bad save.

If you take this fighter at lvl 12, he's going to have a will save like this:

+8 Base, +1-2 from Wis, +2 Iron will, +3 from Unbound spirit (Which no fighter would pass up) and +3 lets say from a Cloak of Resistance

You've got a total will save of +17-18

Compare a cleric, who SHOULD have the most baller will save out there

+8 Base, Probably +8-9 from Wis, +2 Iron Will, and +3 Cloak of Resistance

You've got a total will save of about +21-22

that's not that far off, a total of +4 difference, and Wis is the cleric's main casting stat.

Lets assume all things are equal though at level 20

Fighter: +12 Base Save, +3 Headband, +2 Inherent Bonus, +2 Iron Will, +5 Cloak

Cleric: +12 Base Save, +3 Headband, +2 Inherent Bonus, +2 Iron Will, +5 Cloak

so right off the bat, assuming everything that can be made equal, Fighters and Clerics both have a +24 Will save

Now, the differences

Fighter: Going to have the +5 from Unbound Spirit, Probably going to have at least a 12 in Wis to start, so that's +1, so a total of +6

Cleric: Going to have a 20 Wis to start, so that's +5. Going to put the 5 ability points into Wis, so that's another +2 (+3 when you take into account the leftover Inherent Bonus)

So what were are left with is the following

Fighter with a 23 wisdom(12 base, +6 headband and +5 Inherent): +12 Base, +6 Ability, +2 Iron Will, +5 Cloak, +5 Unbound Spirit

TOTAL WILL SAVE: 30

Cleric with a 36 Wis (20 Base, 5 Ability Point increase, 5 Inherent, +6 Headband): +12 Base, +13 Ability, +2 Iron Will, +5 Cloak

TOTAL WILL SAVE: 32

You're only +2 behind the Cleric, who SHOULD have the best will save in the game.

The reality is that Domination effects are the fighter's biggest worry, and to do this basically trivializes the one major drawback to the fighter.


DracoDruid wrote:

This is the fighter as he should be, at least in my opinion.

Maybe he now is a bit overpowered, so that's where you guys (and gals) are come into play.

Hello Draco,

Coming a bit late in this party, here's my cold-hearted analysis of your house-ruled fighter. (N.B. While I did read all posts of the tread, I will state everything that come to my attention even if some has already been posted before for the sake on completeness). Please take it a constructive criticism.

A) Saves. 3 good saves is probably my biggest concern. 2 good saves is already reserved for "specialist" class with narrower focus. Yours is on the contrary very broad by design. Instead, I would allow option (or hard-wire) giving bonus to bad saves against specific attacks (see Fearless and Unbound Spirit).

B) At First Glance. All you see is a bunch of "fighter training. And lots of them. This annoys me on two accounts.

  • It appears very boring; the class has no perceivable stitch, niche or abilities that would make me see "ah, that's what the improved fighter does". The class should be more than an open-bar buffet.
  • It already tells me that in order to play the class, I will have to read a loooong list of abilities and attempt to choose the best without falling into a trap. Too 'gamey' and strategic building for me. I suggest alternating between a fixed ability and a fighter training at each level.

C) Adaptive Feat. Interesting concept but subject to great lag within battles as the fighter hesitates to change its feat for the round. Suggestion: make it once per combat ability.

D) Ambidextrous. Not clear why I would take this over TWF and double slice (see point B2 about strategic building and game mastery). Also "When chosen a second time..." supposes that you can take this training more than once but the wording isn't clear. Suggestion: "You can take this training more than once. When chosen a second time..."

E) Evasion. I feel you are walking too far on others' lawn here. Good Reflex save is already very good, evasion is too much.

F) Fearless. "quarter level" is awkward and unprecedented (to my knowledge). Suggestion: add a +1 bonus for every four fighter levels attained.

G) Uncanny Dodge and Improved Uncanny Dodge. See E)although this ability does make sense for a fighter. I don't like that a fighter becomes more or less immune to Sneak Attack.

H) Ready for action. This has the potential to be abused, especially in the hand of a multiclassed character or fighter with powerful SLA.

I) Unbound Spirit. See F)

That's all for the moment...

'findel


Hello Findel!
Thank you for your feedback.

Since you aren't the first questioning the 3 good saves, and I too was on the fence about them, you tipped the scale.

Since I changed WILL back to slow/bad, I slightly increased "Fearless/Unbound Will". And I really like it now.

About "What's he about": Well, he is THE fighter.
1) I think this is a simple matter of taste. I for once, prefer the more generic classes over the specialized ones. So I strongly believe my changes are for the better.
He is THE fighter. What's there more needed to say.

2) The list isn't NEARLY as long as the rogue's talent list when you add all talents from all books together (just check out my "Improved Rogue" - Now THAT's a looooong list).

I also tried to clarify or rephrase some of the other stuff you mentioned, such as Ambidexterous.
(You should take it instead of "double slice" but not instead of "TWF", since it's simply better)
If it's still unclear, please tell me which part exactly. Thanks.

Funny thing, I also thought about restricting "Adaptive Feat" to "once per combat", so when you proposed it, I finally did it.

Uncanny dodge was somehting I ALWAYS thought missing with the fighter. So he'll definitely keep that.

Could you be more specific about "Ready for Action"? Thanks.

-----------------------

Version 1.8: coming soon...

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