Thought of a cool idea to make Fighters interesting.


Homebrew and House Rules


Pathfinder Lost Omens Subscriber

give them panache/grit like abilities. oh and 4+int SPs.

This replaces bonus feats gained from first to 20th level, and/or maybe weapon training...

Fatigue(ex):

Whatever the reason, all Fighters have Fatigue. In game terms, Fatigue is a fluctuating measure of a Fighter’s ability to perform amazing actions in combat. At the start of each day, a Fighter gains a number of Fatigue points equal to her Constitution modifier (minimum 1). Her Fatigue goes up or down throughout the day, but usually cannot go higher than her Constitution modifier (minimum 1), though some feats and magic items may affect this maximum. A Fighter spends Fatigue to accomplish deeds (see below), and regains Fatigue in the following ways.

Total Defense: Anytime the fighter takes a total defense action and has at least 1 fatigue point, he regains a fatigue point if he is not attacked by all enemies adjacent at the time of Taking the action. This can be used semi as a taunt mechanic, without needing to force anything.

Critical Hit: Anytime the fighter lands a critical hit, he regains one fatigue point.

If a Fighter uses over half of his fatigue points, then he gains the fatigued condition until he sleeps for 8 hours, this time need not be consecutive. If he uses all his fatigue points, he is instead exhausted.

Spoiler:
Deeds:

Press the Advantage (Ex): At 1st level, a Fighter can spend 1 Fatigue point when she makes an Combat Maneuver check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Strength modifier (minimum 1).

Battlefield Awarness (Ex): At 1st level, when an opponent attempts to charge or move up to either the fighter or a close ally, the Fighter can as an immediate action spend 1 Fatigue point to move 5 feet; This movement can be used to (if you are the target) put an object in between you and the enemy either stopping the charge or putting you out of reach. If an ally is the target, you can place yourself in the way and the enemy's charge targets you instead, if the enemy moved then he stops one square short of moving through your space. At 5th level and 10th level the range increases by 5 feet. This movement provokes attacks of opportunity as normal.

Parry (Ex): At 1st level, when an opponent makes a melee attack against the Fighter, she can spend 1 Fatigue point and expend a use of an attack of opportunity to attempt to parry that attack. The fighter makes an attack roll as if she 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. At 7th level this can be done to intercept attacks aimed at adjacent allies (even if the enemy attacking is not within reach), and at 11th level you can Parry ranged attacks.

Improved Bravery (Ex): At 3rd level, when the Fighter has at least one fatigue point, Bravery's bonus apply to all Will saves, not just fear affecting.

Fighter's Instinct (Ex): At 3rd level, when the fighter has at least one fatigue point, the Fighter gains a +2 bonus on initiative checks, and never loses their dexterity bonus against invisible enemies.

Second Skin (Ex): At 7th level, as a swift action a Fighter can ignore his armor check penalty for a number of rounds equal to his constitution modifier (min 1).

Superior Maneuver (Ex): At 7th level, when the Fighter attempts a combat maneuver, as a swift action she can spend a fatigue point to act as if she had the improved and greater feats for that combat maneuver, for that check alone. At 11th level you also gain the quick feat version if the combat maneuver has one.

Battlefield Mobility (Ex): At 7th level, when a fighter has at least 1 fatigue point she can move up to 10 feet during a full attack action, the movement need not all between the same attack. By spending 1 fatigue point she can increase this movement up to her current movement speed.

Decisive Calm (Ex): At 11th Level, when a Fighter has at least 1 fatigue point, Bravery's Bonus also effects Reflex Saves.

Bleeding Wound (Ex): At 11th level, when the Fighter hits a living creature with a melee weapon attack, as a free action she can spend 1 Fatigue point to have that attack deal additional bleed damage. The amount of bleed damage dealt is equal to the Fighter's Strength modifier (minimum 1). Alternatively, the Fighter can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed damage instead (Fighter's choice). Creatures that are immune to sneak attacks are also immune to these types of bleed damage.

Stalwart Rampart (Ex): At 11th level, when the Fighter has at least 1 fatigue point, she is immune to all Sunder, Trip and Overrun attempts. All attempts automatically fail against the Fighter.

Devastating (Ex): At 15th level, when the fighter has at least one fatigue point, the damage of his attacks increases by 1 for every 4 BAB the fighter posses. This bonus stacks with power attack.

Perfect Thrust (Ex): At 15th level, while the Fighter has at least 1 fatigue point, she can as a full-round action make a perfect thrust, pooling all of her attack potential into a single melee attack made with a melee weapon. When she does, she makes the attack against the target's touch AC, and ignores all damage reduction.

Second Wind (Ex): At 15th level, even while otherwise unable to take physical or mental actions, a fighter may remove every negative condition placed on him(such as stunned, fatigued, sickened, dazed, etc), regaining a fatigue point per condition removed. This ability can be used one time per day, and you lose all your fatigue points at the end of combat. This does not stop him from regaining conditions from on going effects.

Cheat Death (Ex): At 19th level, whenever the fighter is reduced to 0 hit points or fewer, she can spend all of her remaining fatigue to instead be reduced to 1 hit point. She must have at least 1 fatigue point to spend. Effects that kill the fighter outright without dealing hit point damage are not affected by this ability.

Deadly Stab (Ex): At 19th level, when the fighter confirms a critical hit with a melee weapon, in addition to the normal damage, she can spend 1 fatigue point to inflict a deadly stab. The target must succeed at a Fortitude saving throw or die. The DC of this save is 10 + 1/2 the fighter's level + the fighter's Constitution modifier. This is a death attack. Performing this deed does not grant the fighter a fatigue point.

Stunning Stab (Ex): At 19th level, when a fighter hits a creature with a melee weapon, she can spend 1 fatigue points to stun the creature for 1 round. The creature must succeed at a Fortitude saving throw (DC = 10 + 1/2 the fighter's level + the fighter's Constitution modifier) or be stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.

and yes I was very bored for a good portion of today.

okay, everyone tear it apart.


First thing I wanted to note was that the upcoming Pathfinder Unchained apparently has some sort of 'fatigue pool' for martials to perform interesting stunts.

Second, the announcement and description of the fatigue pool reminded me of a third party product I bought called Book of Martial Action and Book of Martial Action II. They introduce a martial pool based on BAB and sort of 'grit feats' that represent some sort of technique or maneuver that can be performed by spending points from the martial pool, and the martial pool refreshes after a short rest. Its sort of a mix between Grit and Book of 9 Swords.

Just letting you know that something is out there and something may soon come out.


Pathfinder Lost Omens Subscriber

woo


Also, When I added these I gave the Fighter a fighter-only feat that can be repeatedly take where the feat replaces itself with a technique feat he qualifies for. So basically it turns the Fighter into sort of a martial Arcanist. ('Prepares' his techniques each day but 'casts' them spontaneously.)

The results are actually kind of spectacular. In combat the fighter gains a ton of options to move, defend, attack and resist things. It doesn't open help with out of combat stuff but he can kill anything within 30ft of him (including vertically) without much resistance.


Pathfinder Lost Omens Subscriber

I mostly made this, because I looked at smashbuckler, and then the fighter, and said, I want to do this, with more fighter themed stuff.


Pathfinder Lost Omens Subscriber

I'd still like some advice

mostly on

Battlefield Awarness (Ex): At 1st level, when an opponent attempts to charge or move up to either the fighter or a close ally, the Fighter can as an immediate action spend 1 Fatigue point to move 5 feet; This movement can be used to (if you are the target) put an object in between you and the enemy either stopping the charge or putting you out of reach. If an ally is the target, you can place yourself in the way and the enemy's charge targets you instead, if the enemy moved then he stops one square short of moving through your space. At 5th level and 10th level the range increases by 5 feet. This movement provokes attacks of opportunity as normal.

Superior Maneuver (Ex): At 7th level, when the Fighter attempts a combat maneuver, as a swift action she can spend a fatigue point to act as if she had the improved and greater feats for that combat maneuver, for that check alone. At 11th level you also gain the quick feat version if the combat maneuver has one.

Improved Bravery (Ex): At 3rd level, when the Fighter has at least one fatigue point, Bravery's bonus apply to all Will saves, not just fear affecting.

Decisive Calm (Ex): At 11th Level, when a Fighter has at least 1 fatigue point, Bravery's Bonus also effects Reflex Saves.

Stalwart Rampart (Ex): At 11th level, when the Fighter has at least 1 fatigue point, she is immune to all Sunder, Trip and Overrun attempts. All attempts automatically fail against the Fighter.

Devastating (Ex): At 15th level, when the fighter has at least one fatigue point, the damage of his attacks increases by 1 for every 4 BAB the fighter posses. This bonus stacks with power attack.

Second Wind (Ex): At 15th level, even while otherwise unable to take physical or mental actions, a fighter may remove every negative condition placed on him(such as stunned, fatigued, sickened, dazed, etc), regaining a fatigue point per condition removed. This ability can be used one time per day, and you lose all your fatigue points at the end of combat. This does not stop him from regaining conditions from on going effects.

RPG Superstar 2012 Top 16

Interesting.

I have Iron Will increased by Bravery; Lightning Reflexes increased by Armor Training; and Great Fortitude increased by Weapon Training instead.

If you're going to have Bravery affect Reflex saves, you should probably rename it as Vigor or something. I'm using Resolve, as it covers both physical and mental traits well.

I don't give out immunity to manuvers. The Fighter can use his FC bonus to get a pool of points that he can allocate daily to his CMD vs specific manuvers, however.

And I just add Expertise's bonus to performing manuvers to have them auto-scale, and add one 'improved' category per point of Expertise.

==Aelryinth


Pathfinder Lost Omens Subscriber
Aelryinth wrote:

Interesting.

I have Iron Will increased by Bravery; Lightning Reflexes increased by Armor Training; and Great Fortitude increased by Weapon Training instead.

If you're going to have Bravery affect Reflex saves, you should probably rename it as Vigor or something. I'm using Resolve, as it covers both physical and mental traits well.

I don't give out immunity to manuvers. The Fighter can use his FC bonus to get a pool of points that he can allocate daily to his CMD vs specific manuvers, however.

And I just add Expertise's bonus to performing manuvers to have them auto-scale, and add one 'improved' category per point of Expertise.

==Aelryinth

it's more like his bravery allows him to calmly react to things and not let explosions get to him.

the swashbuckler get's immunity to steal, disarm and some other one, is why I did that. maybe just make it trip and overrun.

the rest i don't follow.


Okay, let me just first say I love the concept. But maybe that's just 'cause I love the idea of pool-based abilities, period.

That said, I really don't like the name of it. Perhaps "stamina pool," or "swordsmanship points"?


Pathfinder Lost Omens Subscriber
Prometheus II wrote:

Okay, let me just first say I love the concept. But maybe that's just 'cause I love the idea of pool-based abilities, period.

That said, I really don't like the name of it. Perhaps "stamina pool," or "swordsmanship points"?

I'd honestly love to call it "Fighter points that let him not just be mundane"/expertise/showstopper/Fighter pool but I feel i'm coloring the archetype too much with that.

let's just say I want some sort of physical name that doesn't color the actions in anyway like panache/grit does. (though stamina does have a nicer ring to it)


'Steel' pool? Badass points?

Scarab Sages

Cojones pool.

"Do you really have the cojones to do that?"

"Yes, in fact, I do."


Quote:
Critical Hit: Anytime the fighter lands a critical hit, he regains one fatigue point.

This means that everyone will want a keen scimitar or some other 18-20 weapon. Obviously, this is copied from the gunslinger, but guns all crit on a 20. So you might want to replace the crit with a confirmed-crit-on-a-nat20.

Quote:
Total Defense: Anytime the fighter takes a total defense action and has at least 1 fatigue point, he regains a fatigue point if he is not attacked by all enemies adjacent at the time of Taking the action.

This looks very abusable. Summon Monster 2 to get a couple of celestial badgers. Get them to attack on alternate rounds (so they're enemies). Stand next to them, doing Total Defence. Free points. Or Hold Person on that ogre. Stand next to it. Free points.


If I were going to use a Con-based grit, I'd probably call it vigor or stamina. Both are good terms that aren't used elsewhere in PF. Calling it fatigue has two problems - the term already exists (the fatigued condition), and it sounds bad. Just by reading it, you wouldn't want fatigue points. They sound like having them is a bad thing, and you want it to sound badass.

Mechanically, your ideas are sound. Power pools are a good thing, and grit/panache is the best implementation of it, in my opinion. Now you'd just have to decide what you want fighters to be able to do with it.

First up in my book? The brawler's martial flexibility power.

Verdant Wheel

compromise.

Indefatigability Pool!

...

agreed on feat flexibility being priority one. maybe he can freely retrain his 4/8/12/16/20 bonus feats upon resting and replenishing his pool. or pay 1 point as a standard action to retrain one in a pinch?

or something.


Prometheus II wrote:

Okay, let me just first say I love the concept. But maybe that's just 'cause I love the idea of pool-based abilities, period.

That said, I really don't like the name of it. Perhaps "stamina pool," or "swordsmanship points"?

The big question: does resources (pool based or others) have any place in the fighter class.

IMO resources-abilities belong with the spell-casters.

There is a rawness and physicality to martial characters...the sound of grinding metal when a armored fighter barges past opponents to get to their leader...splinters of wood flying through the air when a fighter smashes a shield with his great axe.

Martial (non-magical) abilities should be able to be used for an unlimited amount of time. Favored Enemy and archetypal abilities like Overhand Chop are pertinent examples of martial abilities.

The legendary cavalier says: "Sorry black knight can't challenge you today, because I have run out of knight challenges for the day."

The legendary swashbuckler says "That village idiot with a sharpened stick might kill me because I have run out of panache points."

Oh dear...disassociated mechanics that belong in D&D 4e not Pathfinder.

Allowing only the martial classes to have access to the Leadership feat gives fighters resources, human(oid) resources.

Situational modifiers or bonuses (unlimited use in the right context) will allow fighters to stay fighters.

Maybe a feat tree that facilitates tactical movement.


Pathfinder Lost Omens Subscriber
Mudfoot wrote:
Quote:
Critical Hit: Anytime the fighter lands a critical hit, he regains one fatigue point.

This means that everyone will want a keen scimitar or some other 18-20 weapon. Obviously, this is copied from the gunslinger, but guns all crit on a 20. So you might want to replace the crit with a confirmed-crit-on-a-nat20.

Quote:
Total Defense: Anytime the fighter takes a total defense action and has at least 1 fatigue point, he regains a fatigue point if he is not attacked by all enemies adjacent at the time of Taking the action.
This looks very abusable. Summon Monster 2 to get a couple of celestial badgers. Get them to attack on alternate rounds (so they're enemies). Stand next to them, doing Total Defence. Free points. Or Hold Person on that ogre. Stand next to it. Free points.

both very good points, but what would be a good alternative? I initially thought of total defense as taking a breather, but it's true he should run out of points in a day eventually.

so maybe a confirmed nat 20 and I guess a last hit, but I wanted to move him away from trying to necessarily kill things.

on fatigues name, on first cycle you started with 0 and you could use up to the limit shown and then push past it by gaining fatigue, but i decided it's better to stay simple and what people are used to.

I think I might name it Vigor.

Edit: links

also, should this replace all bonus feats, half bonus feats, weapon training, or some other combo. Bravery has to stay.


Pathfinder Lost Omens Subscriber
Morzadian wrote:
Prometheus II wrote:

Okay, let me just first say I love the concept. But maybe that's just 'cause I love the idea of pool-based abilities, period.

That said, I really don't like the name of it. Perhaps "stamina pool," or "swordsmanship points"?

The big question: does resources (pool based or others) have any place in the fighter class.

IMO resources-abilities belong with the spell-casters.

There is a rawness and physicality to martial characters...the sound of grinding metal when a armored fighter barges past opponents to get to their leader...splinters of wood flying through the air when a fighter smashes a shield with his great axe.

Martial (non-magical) abilities should be able to be used for an unlimited amount of time. Favored Enemy and archetypal abilities like Overhand Chop are pertinent examples of martial abilities.

The legendary cavalier says: "Sorry black knight can't challenge you today, because I have run out of knight challenges for the day."

The legendary swashbuckler says "That village idiot with a sharpened stick might kill me because I have run out of panache points."

Oh dear...disassociated mechanics that belong in D&D 4e not Pathfinder.

Allowing only the martial classes to have access to the Leadership feat gives fighters resources, human(oid) resources.

Situational modifiers or bonuses (unlimited use in the right context) will allow fighters to stay fighters.

Maybe a feat tree that facilitates tactical movement.

I'm trying to make an archetype that keeps the standard of power, and as such to have abilities I find useful, I must balance them around a pool. This way the class doesn't by necessity outshine other classes or archetypes. I will not attempt to fix problems with the pathfinder system with one archetype. Also, realize a good deal of the stuff, IS passive, and requires you to simply have 1 Vigor point.

I also, don't feel like making feat taxes to make the fighter useful, what's the point of bonus feats if you MUST use them on X.


Bandw2 wrote:
Morzadian wrote:
Prometheus II wrote:

Okay, let me just first say I love the concept. But maybe that's just 'cause I love the idea of pool-based abilities, period.

That said, I really don't like the name of it. Perhaps "stamina pool," or "swordsmanship points"?

The big question: does resources (pool based or others) have any place in the fighter class.

IMO resources-abilities belong with the spell-casters.

There is a rawness and physicality to martial characters...the sound of grinding metal when a armored fighter barges past opponents to get to their leader...splinters of wood flying through the air when a fighter smashes a shield with his great axe.

Martial (non-magical) abilities should be able to be used for an unlimited amount of time. Favored Enemy and archetypal abilities like Overhand Chop are pertinent examples of martial abilities.

The legendary cavalier says: "Sorry black knight can't challenge you today, because I have run out of knight challenges for the day."

The legendary swashbuckler says "That village idiot with a sharpened stick might kill me because I have run out of panache points."

Oh dear...disassociated mechanics that belong in D&D 4e not Pathfinder.

Allowing only the martial classes to have access to the Leadership feat gives fighters resources, human(oid) resources.

Situational modifiers or bonuses (unlimited use in the right context) will allow fighters to stay fighters.

Maybe a feat tree that facilitates tactical movement.

I'm trying to make an archetype that keeps the standard of power, and as such to have abilities I find useful, I must balance them around a pool. This way the class doesn't by necessity outshine other classes or archetypes. I will not attempt to fix problems with the pathfinder system with one archetype. Also, realize a good deal of the stuff, IS passive, and requires you to simply have 1 Vigor point.

I also, don't feel like making feat taxes to make the fighter useful, what's the point of...

To avoid feat taxes implement Combat and Monk Techniques http://paizo.com/threads/rzs2rk3o?house-rules

There are ways around using a 'pool.'


Pathfinder Lost Omens Subscriber
Morzadian wrote:
Bandw2 wrote:
Morzadian wrote:
Prometheus II wrote:

Okay, let me just first say I love the concept. But maybe that's just 'cause I love the idea of pool-based abilities, period.

That said, I really don't like the name of it. Perhaps "stamina pool," or "swordsmanship points"?

The big question: does resources (pool based or others) have any place in the fighter class.

IMO resources-abilities belong with the spell-casters.

There is a rawness and physicality to martial characters...the sound of grinding metal when a armored fighter barges past opponents to get to their leader...splinters of wood flying through the air when a fighter smashes a shield with his great axe.

Martial (non-magical) abilities should be able to be used for an unlimited amount of time. Favored Enemy and archetypal abilities like Overhand Chop are pertinent examples of martial abilities.

The legendary cavalier says: "Sorry black knight can't challenge you today, because I have run out of knight challenges for the day."

The legendary swashbuckler says "That village idiot with a sharpened stick might kill me because I have run out of panache points."

Oh dear...disassociated mechanics that belong in D&D 4e not Pathfinder.

Allowing only the martial classes to have access to the Leadership feat gives fighters resources, human(oid) resources.

Situational modifiers or bonuses (unlimited use in the right context) will allow fighters to stay fighters.

Maybe a feat tree that facilitates tactical movement.

I'm trying to make an archetype that keeps the standard of power, and as such to have abilities I find useful, I must balance them around a pool. This way the class doesn't by necessity outshine other classes or archetypes. I will not attempt to fix problems with the pathfinder system with one archetype. Also, realize a good deal of the stuff, IS passive, and requires you to simply have 1 Vigor point.

I also, don't feel like making feat taxes to make the fighter

...

once again, not trying to remake the wheel here.

RPG Superstar 2012 Top 16

Bandw2 wrote:
Aelryinth wrote:

Interesting.

I have Iron Will increased by Bravery; Lightning Reflexes increased by Armor Training; and Great Fortitude increased by Weapon Training instead.

If you're going to have Bravery affect Reflex saves, you should probably rename it as Vigor or something. I'm using Resolve, as it covers both physical and mental traits well.

I don't give out immunity to manuvers. The Fighter can use his FC bonus to get a pool of points that he can allocate daily to his CMD vs specific manuvers, however.

And I just add Expertise's bonus to performing manuvers to have them auto-scale, and add one 'improved' category per point of Expertise.

==Aelryinth

it's more like his bravery allows him to calmly react to things and not let explosions get to him.

the swashbuckler get's immunity to steal, disarm and some other one, is why I did that. maybe just make it trip and overrun.

the rest i don't follow.

expertise IS A SCaling bonus that goes from +1 to +6 based on level.

Improved Combat Maneuvers is a Technique. You get 1 Improved Combat maneuver per point of Expertise, and you get a bonus of it equal to your current Expertise bonus, i.e. +1 to +6. So, you don't need to 'follow the feat tree' for better numbers. They are all rolled into one scaling Technique.
Note that improved grapple is, like improved unarmed strike, treated like both a martial weapon and a maneuver in this system, and can be taken as either (i.e. costs a skill point)

==Aelryinth


Pathfinder Lost Omens Subscriber

bump for, what should this replace?

Verdant Wheel

fighter


Pathfinder Lost Omens Subscriber
rainzax wrote:
fighter

.-.

Verdant Wheel

Vigor pool should come online at 1st, 2nd, 3rd, or 4th level (at latest), replacing nothing - just tack it on. this way, you could make it work with archetypes, and all material printed for the fighter thus far. then you don't have to remake the wheel - just add tires to it.

to me, as a DM, the 'point' is to make fighter an attractive option again amidst the 30 some odd pathfinder classes to choose from. do what you need to do.


Pathfinder Lost Omens Subscriber
rainzax wrote:

Vigor pool should come online at 1st, 2nd, 3rd, or 4th level (at latest), replacing nothing - just tack it on. this way, you could make it work with archetypes, and all material printed for the fighter thus far. then you don't have to remake the wheel - just add tires to it.

to me, as a DM, the 'point' is to make fighter an attractive option again amidst the 30 some odd pathfinder classes to choose from. do what you need to do.

i feel like replacing teh bonus feats at 1st, and every fourth level.

RPG Superstar 2012 Top 16

Feats are half-strength class features, and the fighter doesn't get enough of them as it is, and you're going to take them away?

I ended up giving Fighters two scaling feats at every level, and it maybe brings him up to par.

==Aelryinth


Pathfinder Lost Omens Subscriber
Aelryinth wrote:

Feats are half-strength class features, and the fighter doesn't get enough of them as it is, and you're going to take them away?

I ended up giving Fighters two scaling feats at every level, and it maybe brings him up to par.

==Aelryinth

yeah, i'm taking them away because it's better to make the fighter unique than give him just more of everything. jesus, i wouldn't even know what to do with all these feats. feats aren't balanced around making a class stand out or stand above and beyond his peers.

i don't like feats in general, and more consider it more classes gaining points you spend on abilities(feats). especially the ones made to make people take hem to make classes relevant.

I like pool abilities, because when you can do it forever all day, you end up having to balance it downward for no good reason. if you don't your breaking precedents of the game. so by balancing them around a pool i can buff the abilities to be useful without breaking any constraints.

RPG Superstar 2012 Top 16

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YOu use the feats to shore up the areas the fighter is weak in.

The fighter doesn't need more combat power. This has been addressed time and again. He needs versatility, defenses, mobility and out of combat utility.

You're not doing much for defenses and out of combat utility here. Furthermore, your pool accretes more fatigue points by level, but not more potent abilities except by spending more points.

And I'm personally against pools for fighters. If I want a pool, I'll play a monk or barb or magus or something other then a fighter. His lack of pool and spells is already different then any other class except the rogue.

==Aelryinth


Pathfinder Lost Omens Subscriber
Aelryinth wrote:

YOu use the feats to shore up the areas the fighter is weak in.

The fighter doesn't need more combat power. This has been addressed time and again. He needs versatility, defenses, mobility and out of combat utility.

You're not doing much for defenses and out of combat utility here. Furthermore, your pool accretes more fatigue points by level, but not more potent abilities except by spending more points.

And I'm personally against pools for fighters. If I want a pool, I'll play a monk or barb or magus or something other then a fighter. His lack of pool and spells is already different then any other class except the rogue.

==Aelryinth

if you need 2 feats per level, it's a pretty good sign that feats don't do a good job of shoring up the fighter. I'm thinking i will add 4+int for skill points as well.

the fighter, needs more stuff to do besides full attack or move, so that way he is fun. that is why you add pool abilities, so he can do things other than the actions that everyone can do.

a barbarian can rage, a monk can flurry, even a rogue can gain additional benefits by flanking and gaining a sneak attack. fighter just be all like, i stand here and gib adjacent enemies or i move and swing. so I gave him the ability to move as an immediate action.

also, i don't really see a barbarian, who also pretty much just does the stabbies have the same complaints that people keep saying about out of combat utility.


2 feats per level (for the fighter class) isn't enough. 16 feats by 6th level is a reasonable goal for a fighter rewrite.


Pathfinder Lost Omens Subscriber
Morzadian wrote:

2 feats per level (for the fighter class) isn't enough. 16 feats by 6th level is a reasonable goal for a fighter rewrite.

that's an oddly specific goal, so i'm guessing it has an oddly specific reason. seriously, the fighter shouldn't be entirely focused on feats, that's just insane, where do i keep all of these written down? how do i remember everything i can do?

RPG Superstar 2012 Top 16

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Fighter feats are passive and many are simply incoroporated into the base stat block.

And complaining about feats is like complaining about spells. Do you complain when having to pick which of the two dozen spells your sorcerer has available to cast at 10th? What about the sixty+ at level 20?

and that's not even getting into a prepared caster.

More feats is easy to accomplish and allocate.

One big thing I do is include Training feats, instead of just combat feats. Adds a lot more outside-combat flex to the fighter.

==Aelryinth


This is what I've done with Fighters.

1) Introduced Scaling Combat Feats. Not all of them but the main 'fighting style' combat feats like TWF. This essentially gains them two to four extra feats but this opens up so much space to actually explore what to do with your stuff.

2) Removed Combat Expertise and it's corresponding 13 int prerequisite. since the Improved Combat Maneuver feats are now one feat this opens up a lot of combat maneuvers, which are way more deadly than people give them credit for when it comes to enemies defined by class levels. This also opens up Improved Called Shots which is super crippling.

3) Introduced the martial pool feats I meantioned above, including the ones where you can switch out each day.

4) Introduce more 3rd party feats in general. I haven't used Rogue Genius Games Bravery Feats yet but I introduced their Feats of Combat, Rite Publishing's 101 Combat Feats, and Kobold Press' Advanced Feats and with scaling feats and combat expertise gone there are so much room for utility in combat.

5) More Technology. My favorite and best fighter was my Green Arrow Fighter where I was able to use my 3rd party Alchemical arrows and then the Paizo alchemical arrows. I went 14 INT and ranks in Craft Alchemy/Arrows to make my own arrows, and alchemical items mixed with martial weapons is insanely effective. I felt like Batman. I had an Arrow for almost any occasion. I suspect getting more mundane technology like alchemy would be a huge boost for mundane classes in terms of versatility.


Bandw2 wrote:
Morzadian wrote:

2 feats per level (for the fighter class) isn't enough. 16 feats by 6th level is a reasonable goal for a fighter rewrite.

that's an oddly specific goal, so i'm guessing it has an oddly specific reason. seriously, the fighter shouldn't be entirely focused on feats, that's just insane, where do i keep all of these written down? how do i remember everything i can do?

I collaborated with Glosz in creating Combat Techniques. And the design goal was for a fighter to have 16 feats by 6th level.

http://paizo.com/threads/rzs2rk3o?house-rules

Yes, there is a specific reason. We just finished a campaign D&D 3.5 (with some Pathfinder additions)+ Tome of Battle.

Firstly, Tome of Battle made martial characters powerful and versatile.

One of the ways Tome of Battle made martial characters more versatile was that maneuvers often substituted for a feat with some additional power added on. A Warblade with the Steel Wind maneuver didn't need to take the Cleave feat. Steel Wind functions like the Cleave feat only better. Leaving his feat slot open for something else.

So it's fair to say feats aren't very powerful (like maneuvers or spells), and so a martial character needs access to more of them.

One of the problems with Tome of Battle is that there was too much labor involved in integrating it into adventures. Also its mechanics (refreshing maneuvers)is too similar to spellcasting. Martial characters aren't resource based characters a mistake echoed in the design of D&D (4e).

Leading to the design principle goal regarding 16 feats at 6th level.

I'm currently playing a 3rd level Fighter with 7 feats. He is powerful and versatile and there is a significant gap (in combat ability) between my fighter and his druid and cleric adventuring companions.

So far, the extra feats are working out great.

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