Marshmallow's finalized fighter fix based on the Brawler


Homebrew and House Rules


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master_marshmallow wrote:
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I like it. I was actually planning on doing this, but you beat me to the punch.

My only actual piece of advice is to wait and see if the Brawler's Martial Flexibility gets buffed in any way, so that it may be applied to this class as well. In fact, keep your eyes open for any buffs that happen to the Brawler upon release.

Also, nice idea on splitting up bonus feats into combat styles and normal bonus combat feats. Ignoring those prerequisites is gonna help so much.

Acrobatics could be a cool skill to give this guy, but that's up to you.


You'll notice I actually did make a change to martial flexibility in the number of uses per day, I changed the formula to be the same as the formula for Lay on Hands and Arcane Pool, with the player choosing their STR or DEX mod to be the applicable ability score.

I was also considering changing the duration of Flexibility, to something like rounds/level but that makes it weaker at lower levels and only stronger past level 10.

I was also considering giving it a number of rounds usable in a day similar to rage or bardic performance, but that gets wordy and I didn't wanna switch up too much.

The combat styles were inspired by the Brawler, as it gets Improved Unarmed Strike and gains all the Two Weapon Fighting feats which was basically her 'style' I decided I wanted the player to be able to pick which style they got and decided that the best answer was to take from the Ranger Combat styles. Not unprecedented with the Slayer and all.

I do think I would prefer to add abilities like the Brawler's Strike which allows you to bypass DR of different types, but I am not sure if it would be appropriate or even worth it since most players will have weapons that can bypass DR anyway.


Oh wow, I did not notice that. I am glad to see that you put in so many more uses of the ability.

Honestly, Brawler's strike would feel unnecessary. I think you are right on that. If anything, add in a save ability.


I like it, but I would change it some.

1) Militant Expertise. I love it because it's 90% flavor, but could be hugely helpful in the right campaigns.

2) Martial Flexibility. It this identical to the brawler feature? Looks fun.

3) Endurance. Between this, the combat style feat, and martial flexibility, you are essentially giving out three feats as level 1. I would delay this until 3rd level or so, or remove it entirely.

4) Combat Style. You've justified handing out even more feats by limiting the selection. The fighter already has no shortage of feats, especially your fighter, due to martial flexibility. I don't like this because the fighter's "gimmick" is that his bonus feats can be literally any combat feat, and you're changing that. Just a personal preference.

5) Maneuver Training. Could be cool, but not entirely necessary. Bonuses to combat maneuvers are already easy enough for a fighter to get with his bonus feats, and in my experience a character either uses combat maneuvers or does not. There isn't much middle ground. You could drop this and turn combat maneuvers into one of your combat styles.


As for formatting, I think the table should be moved closer to the top of the document. Directly after the skills section would be most preferable.

I did not notice the table until my third time looking through.

Also I recounted the number of feats given. It looks like 13 feats if you include endurance. Considering that combat style lets you cut out prerequisites, I am not sure if that number of feats is necessary. I don't think bonus feats should be removed by any means, but I think a number around 9 or 10 would be better.


Bonus feats are limited to every three levels instead of every two, this is to accommodate for the combat style trees.

Onto the combat styles, the Brawler as of the 2nd ACG playtest also was very top heavy in feats as it gave away Improved Unarmed Strike, Two-Weapon Fighting, and a bonus feat at 2nd level. Specifically the Brawler had feats preselected for the player in the form of the Two Weapon Fighting chain, and it bypasses the feat prerequisites. In order to mimic that, but to grant more flexibility, I borrowed from the Ranger Combat Styles and it ends up being the exact same amount of free feats (this is counting Double Slice as an effective free feat for the Brawler as she can add her full STR bonus on off hand attacks).

Endurance I actually got from another fighter fix that gave the feat away at 1st level and given the class's use of heavy armor it just seemed appropriate, I could go either way on it, it isn't that huge of an addition. Again considering that Rangers get it, I didn't see it as a big deal.

I didn't wanna nix Maneuver Training all together because I wanted the fighter to be able to do all different kinds of fighting, and it is a really solid ability.

I was also considering changing the duration on Martial Flexibility to last a number of rounds equal to the level, or even have it function for a number of rounds per day like a barbarian's rage, but decided against it.

Also Militant Expertise has a lot more use if you are playing with Mass Combat rules from UCamp, which is what the ability is designed to support mechanically.


Is there any chance of you making a few new feats to go with the class? Perhaps a feat to get a weaker version of bravery?


Any feat is better than bravery, unless you mean bravery at 18th level..


Iron Will?


Actually, scratch that. A Fighter feat to straight up get bravery could be better. Considering that it stacks with Iron Will, having both is kinda necessary to resist scary things that Fighters should theoretically fight. Such as dragons.


I don't like it. I never RP my fighters to be soldiers, so I'm opposed to this from the get go.


Secret Wizard wrote:
I don't like it. I never RP my fighters to be soldiers, so I'm opposed to this from the get go.

So if you completely ignored the one soldier ability, what do you think of the rest of this? Because you can always simply not put ranks in profession soldier.


Secret Wizard wrote:
I don't like it. I never RP my fighters to be soldiers, so I'm opposed to this from the get go.

Meant to give fighters an edge in Mass Combat which is based off their profession soldier skill.

Something they can do that other classes can't.

I tried tying in some RP flavor to give it more than one use.

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