Suggestions for PF Unchained


Homebrew and House Rules


With PF Unchained on the horizon, it seems like a good idea to share what we would like to be changed in the core classes and races. Right now we have various mechanics that did not exist when the core rulebook was written. As numerous new classes obtained what was exclusive to classes like the fighter or the rogue, the reverse did not occurred.

This is my take at the fighter, witch for many has become unappealing along the way:

Unbound Fighter

Alignment: Any.
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp

Class Skills
The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 2 + Int modifier.

Same class features, removing bravery.
New Class Features:

Fighting Spirit:

At 1st level, a fighter gains a reserve of strength that can be used to fuel his fighting prowess. This pool has a number of points equal to 1/2 his fighter level (minimum 1) + his Wisdom modifier. The pool refreshes once per day. The fighter may regain fighting spirit through the following ways:

Critical Hit With a Melee or Ranged Weapon: Each time the fighter confirms a critical hit with a melee or ranged weapon, she regains 1 fighting spirit point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the fighter's character level doesn't restore fighting spirit.
Killing Blow with a Melee or Ranged Weapon: When the fighter reduces a creature to 0 or fewer hit points with a melee or ranged weapon attack while in combat, she regains 1 fighting spirit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the fighter's character level to 0 or fewer hit points doesn't restore any fighting spirit.
Raising Morale: Whenever the fighter is subject to a morale effect, he receives temporary fighting spirit points equal to the bonus received. These points go away when the effect ends if not spent. Likewise, when subject to morale effects that give penalties, those penalties apply to the fighter’s reserve as well, reducing his avaliable points through it’s duration.

Disciplines (Ex):

Through training and battlefield experience, the fighter learns to perform amazing feats in combat. Most disciplines grant the fighter a momentary bonus or effect, but some provide longer-lasting effects Some disciplines remain in effect while the fighter has at least 1 fighting spirit point, but do not require expending fighting spirit to be maintained. A fighter can only perform disciplines of her level or lower. Unless otherwise noted, a discipline can be performed multiple successive times, as long as the fighter has or spends the required number of fighting spirit points to perform the discipline.

Fighting Vigor (Ex): At 1st level, a fighter can spend 1 fighting spirit point to access inner reserves of vigor. He can, as a swift action, recover 1d6 hit points. This healing increases by 1d6 every 2 levels thereafter. A fighter that has been reduced to 0 or less hit points may use this disciple as an immediate action, remaining alive and conscious if this healing brings his points above those thresholds. Alternatively, at 3th level, the fighter may sue this ability to recover from conditions even when he otherwise could not act. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

-At 3rd level:
Fatigued: The fighter is no longer fatigued.
Sickened: The fighter is no longer sickened.
-At 6th level:
Dazed: The fighter is no longer dazed.
Staggered: The fighter is no longer staggered, unless the fighter is at exactly 0 hit points.
-At 9th level:
Exhausted: The fighter is no longer exhausted.
Nauseated: The fighter is no longer nauseated.
-At 12th level:
Paralyzed: The fighter is no longer paralyzed.
Stunned: The fighter is no longer stunned.

Defensive Parry (Ex): At 1st level, when an opponent makes a melee attack against the fighter, he can spend 1 fighting spirit point and expend a use of an attack of opportunity to attempt to parry that attack. The fighter makes an attack roll as if he were making an attack of opportunity; for each size category the attacking creature is larger than the fighter, the fighter takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The fighter must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. The fighter must be wielding a weapon the he’s proficient to use this discipline. A fighter with the quick draw feat may draw a weapon as a free action to use this discipline.

Will to Fight (Ex): At 2nd level, while the fighter has at least 1 fighting spirit point, he receives a +2 bonus on Will saves and stabilization checks. This bonus increase by +1 at 5th level and every 3 levels thereafter. Additionally, a fighter may spend a fighting spirit point as a swift action to reroll a will saving throw for an ongoing effect. He can try again each round against the same effect, but each additional attempt has the cost in fighting spirit is increased by 1.

Always Ready (Ex): At 3rd level, while he has at least 1 fighting spirit point, the fighter is considered armed even while unarmed. His unarmed strikes deal damage as a creature one size larger, although he cannot deal lethal damage unless he possess the improved unarmed strike feat, in which case, his unarmed strikes deal damage as a creature 2 sizes larger (1d6 for a medium creature). The fighter may use this base damage with manacles, cestus or punching daggers. This increase does not stack with class features from other classes that increase unarmed damage.

Take the Hit (Ex): At 5th level, as an immediate action, the fighter may spend a fighting spirit point to ignore the effects of a blow for 1 round. He may act normally until the end of his next turn, when the damage takes effect normally. Only hit point damage, ability damage/drain or level drain may be target of this discipline.

Deed (Ex): A fighter may select a Swashbuckler deed instead of a feat, using his fighting spirit as panache and his class level as swashbuckler level. He must qualify using his class level or any combination of fighter and swashbuckler levels.

Warrior's Path (Ex):

At 6th level the fighter chooses a focus to his fighting skills. The chosen way determines his future disciplines.

Path of War: The fighter dedicates himself to the study of strategy and warcraft, becoming the bane of enemy armies. He adds Diplomacy and Knowledge (history) to his class skills.
Disciplines:

Observe and Adapt (Ex): At 6th level, the fighter can take a move action, spending 1 fighting spirit point to gain the benefit of a combat or teamwork feat he doesn't possess. This effect lasts for 1 minute. The fighter must meet all the feat's prerequisites. Also, he may select teamwork feats as fighter bonus feats.

Commander (Ex): At 7th level, as a swift action, the fighter can spend 1 fighting spirit point to share the benefits of a combat or teamwork feat he knows to all allies within 30ft for 1 minute. Also he adds his wisdom bonus to his leadership score if he possess the Leadership Feat.

Countertactics (Ex): At 9th Level, as a swift action, the fighter can spend 1 fighting spirit point to deny all opponents within 9ft. the benefits of a combat or teamwork feat he possess for 1 minute.

Swift Adaptation (Ex): At 11th level, the fighter can use Observe and Adapt Disciple as a swift action or obtain 2 feats as a move action.

Warrior of Respect (Ex): At 13th level, while attacking or taking some other hostile action, the fighter can spend a fighting spirit point to demoralize all opponents in 60ft. as a free action. Regardless of the results, the same opponents cannot be targeted by this discipline again for 24h.

Ruler by Right (Ex): At the 15th level, the fighter may use his wisdom bonus instead of charisma for all diplomacy and intimidate checks and cannot be demoralized as long as he has 1 fighting spirit point.

Master of War (Ex): At 18th level, as long as the fighter has at least 1 fighting spirit point, all his allies (himself included) in 30ft receive a +2 morale bonus on attacks, damage and immunity to fear.

Path of Steel: The fighter becomes an unstoppable killing machine. He hones his training to the extreme pushing his own body to do the otherwise impossible. He adds Acrobatics and Perception to his class skills.
Disciplines:

Blade Shield (Ex): At 6th level, when a fighter is wielding a weapon in which he has weapon training, he gains a shield bonus to his AC equal to his wisdom bonus. The fighter must have at least 1 point of fighting spirit to use this discipline.

Hot Blood (Ex): At 7th level, the fighter adds his bonus from Will to Fight discipline to all initiative and intimidate checks.

Perfect Strike (Ex): At 9th level, when a fighter hits with his chosen weapon, he can spend 1 point from his fighting spirit in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the fighter confirms a critical hit, he can instead spend 2 points from his fighting spirit to increase his weapon’s critical multiplier by 1.

Stalwart (Ex): At 11th level, a fighter can use mental and physical resiliency to avoid certain attacks. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. This ability can only be used if the fighter has at least 1 point of fighting spirit. A helpless fighter does not gain the benefit of the stalwart ability.

Superior Reflexes (Ex): At 13th level, the fighter can make a number of attacks of opportunity in a round equal to his wisdom modifier (minimum 1). This effect stacks with the Combat Reflexes feat. The fighter must have at least 1 point of fighting spirit to use this discipline.

Strain the Body (Ex): At the 15th level, the fighter can keep fighting even disabled or dying, without being staggered or losing additional hit points as long as he spends 2 fighting spirit points each round.

Will of Steel (Ex): At 18th level, as long as he has at least 1 fighting spirit point, the fighter is immune to stunning, paralysis, sleep and confusion effects.

Path of the Champion: The fighter becomes a protector, the impenetrable wall between danger and his allies. He adds Heal and Sense Motive to his class skills.
Disciplines:

Timely Intervention (Ex): At the 6th level, as an immediate action, the fighter may spend 1 fighting spirit point to interpose himself between an adjacent ally and an attack. By doing this, he becomes the target of the attack, and if hit, suffering it’s effects.

Shared vitality (Ex): At 7th level, as a swift action, the fighter may spend 2 points from his fighting spirit to apply the benefits of his fighting vigor discipline to an ally within 30ft.

Renew Spirit (Ex): At 9th level, as a move action, the fighter may spend 2 points from his fighting spirit to end all negative morale effects affecting allies in 60ft. All affected allies may attempt a new will saving throw against ongoing effects adding the fighter’s will to fight discipline bonus.

Unbroken Shield (Ex): At 11th level, as long as he has at least 1 fighting spirit point, the fighter is immune to poison and diseases, including magical ones.

Unbent Oak (Ex): At 13th level, as long as he has at least 1 fighting spirit point, the fighter cannot be moved against his will. Any attempt to physically remove him from his position automatically fails. This does not apply to conjuration or mind affecting effects.

Saving Intervention (Ex): At the 15th level, as an immediate action, the fighter may spend 2 fighting spirit point to interpose himself between an ally within his speed and an attack. By doing this, he becomes the target of the attack, and if hit, suffering it’s effects.

Will of the Champion (Ex): At 18th level, as long as he has at least 1 fighting spirit point, the fighter is immune to compulsion, paralysis, sleep and confusion effects.

Path of Enlightenment: Through meditation and understanding of mystical teachings, the fighter becomes more than a mortal, seeking power beyond. He adds Knowledge (all) to his class skills.
Disciplines:

Arcane Tradition (Su): At 6th level, the fighter can select magus arcanas in place of feats. He uses his wisdom bonus in place of intelligence for all effects regarding these arcanas and his fighter level in place of magus level. He uses fighting spirit instead of arcane pool for those effects.

Arcane Training (Su): At 6th level, the fighter selects one spell of 1st level, 2nd level, and one cantrip from the magus list. He may cast these spells spontaneously by spending a number of points from his fighting spirit equal to the spell level. The DC for these spells is 10+his wis modifier + level of the spell. His caster level for these spells is his fighter level -3. At 9th level he may learn a 3rd level spell, at 12th a 4th level, at 15th a 5th level and at 18th a 6th level spell. At each time the fighter learns a new spell, he may replace a known spell for another of the same level from the magus list. He may cast these spells in armour, and even while wielding weapons and shields. This benefit does not apply to spells from other sources. The fighter must have at least 1 point of fighting spirit to cast these spells (even cantrips, that spend 0 points).

Spell Combat (Ex): At 6th level, the fighter receives spell combat, as the magus class feature. At the 12th level he receives the benefit of improved spell combat, and at 18th level, greater spell combat. The fighter must have at least 1 point of fighting spirit to use this discipline.

Spellstrike (Su): At 7th level, the fighter receives spellstrike, as the magus class feature, as long as he has at least 1 point of fighting spirit.

Hex (Su): At 10th level, the fighter gains access to one witch hex. He uses wisdom instead of intelligence for all effects regarding this hex. At 16th level he gains access to 1 major hex. The fighter must have at least 1 point of fighting spirit to use this discipline.

Eldritch Champion(Su): At 18th level, the fighter deepens his understanding of magic, gaining Spell Resistance 11+his class level as long as he has at least 1 point of fighting spirit.

For existing archetypes that replace bravery, I would suggest replacing instead the bonus skills from Warrior's Path.

Opinions, suggestions, ideas?


Kind of hard to make suggestions. The hints that I've seen seem to cover a lot of what I would want.

I haven't caught wind of a Fighter rewrite so I'd say I'd suggest that, especially if they play up the bravery angle.

If some feat rewrites aren't in there I think they should be.

I think I heard that there will be alternates to iterative attacks.

I see that there will be rewrites of Monk, Rogue, Barbarian and Summoner and my only wish/suggestion would be to have the new or reworked abilities be able to be replaced by archetypes.


I think their has been mention of some sort of panache pool like mechanic for fighters...no clue what options it will provide (obviously), but we might get some stuff similar to this


I love this.

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