My Fighter Rework (probably the 1,000 here)


Homebrew and House Rules

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The final capstone and the Legendary Stamina ability are blank since I don't really know what I want for them yet (If the later needs to remain at all, it might be strong enough without another form of stamina regain or what have you), but this is the rough second draft so far. Things still need worked out but I think I've toned down some of the worse aspects while improving a few of the others. The Fighter's Prowess abilities add in mobility and some other aspects so I instead gave a more bland but useful "Weapon Training" ability to go along and smooth things out. Hopefully it's on the right track.

The fighter Version 2.0


Getting a Squire should be available as soon as level 2...it's a feat in Knights of the inner Sea. However you ONLY get a warrior or fighter at that level...but you could always train him up at a later time. I say you should give this EARLY...other classes get pets. You get a squire.

Stalwart: I'd just let the fighter burn a stamina point to pay off fatigue, 2 pts to burn off exhaustion, but cannot regain stamina until the condition is actually gone.
That way, it autoscales without you needing it. I'd also give it at level 2, with bravery, or even automatically with the stamina system.
At 13th level, giving him immunity to fatigue or even exhaustion effects is not out of character, but to subdual damage is a bit of a stretch (i.e. if someone wants to fight you non-lethally, you are invulnerable?). You could also reduce his need for sleep (reduced by bravery bonus, to a minimum of 2 hours, or something).

While you want a healing option, one that only works in combat is strange, and fast healing is kind of odd for the fighter.
I would instead use the old regeneration/subdual rules to your advantage.

I changed Bravery to Resolve, and tied several mechanics to REsolve, Bravery being only one of them.

He may spend a point of Resolve to convert HP = Level + Fort Save to subdual damage. If he has TOughness, this amount is increased by his Toughness bonus.
So, even at level 2, he can 'heal' himself of 7-10 hp or so. At higher levels, with Toughness this 'mock healing surge' can do 30 hp or more. At very high levels, it doubles, or can be used to have 'temp hp' before a fight...i.e. healing before it happens.

Additionally, spending a point of Resolve removes minor conditions like nausea and fatigue. As he levels, it removes moderate conditions, then major conditions, dispels charms, petrification/paralysis, can break grapples, and so on and so forth...you know, the 'inner power' stuff you see on Anime. It's like Laying of Hands, but only for himself, and gets quite strong.

His subdual damage healing rate is normal level/hour at low levels, increases quickly to 1/minute, then level/minute, then level/round.
Special Note: remember subdual damage is removed at the same time as hp dmg. So, getting a 5 point CLW ALSO removes 5 pts of subdual damage. A fighter can recover VERY quickly with magical healing.

If you're using stamina instead, at the end of a fight, how about convert 5x remaining stamina in damage suffered during that fight to subdual damage...which heals at the rate of Level/Hour, or doubles the magical healing. It also gives a reason to have stamina at the end of a fight and not spend it all.

You could also use the stamina pool as a form of the 'healing pool' option given in the Options book. i.e a pool equal to size of their stamina pool in additional HP/day (pts x 5 or x Con or x level or whatever). You could either convert dmg to subdual damage, or just treat as 'temp hp' applied after the fact. As you level up, it removes conditions just like Lay ON hands does, but only for yourself.
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Combat school mastery: Don't let any weapon end up better then another one. ALL WEapons become 19-20/x3, OR as they were. No double dipping. It just encourages minmaxing odd weapons. Reward everyone equally for whatever weapon they pick, don't let there be a 'best weapon'.

Grand Leader: This ability comes on line WAAAAAY too late. A master swordsman leading a batch of swordsman should be able to give this bonus out as early as level 6 when leadership comes online. And it should probably be a morale bonus, as it is a form of inspiration, and should compete with, not supplement, a Bard, to keep the power level down.

I restricted mine to +2, +3 followers just for stacking concerns.

Fighting Spirit: I could see this as part of Stalwart, but I'd probably restrict it to Fort saves unless he has Iron Will or Lightning Reflexes.

Feat Aptitude: For purposes of combat feats or fighter-class feats, just ignore stats entirely. General feats? They're in the same boat as anyone else.

Pack Mule: Okay, while thematically nice, being able to tote around several tons of gear at level 10 is going to seem crazy to anyone...fighters are about skill, not stats. That's the barbs thing.
I would simply apply this as part of armor training, and look at dwarves. Have Fighters simply ignore encumbrance penalties for medium or heavy loads, like they do for armor. They'll still be able to carry more then just about anyone without slowing down.
Secondly, perhaps they double the Str bonus of a Girdle of Giant strength for carrying purposes...or, better yet, are treated as size L (resulting in x4 capacity). GIANT strength actually means something, then.


I'm not sure what to do with your capstones, but here's another Leadership control factor.

If you want fighters to be leaders of men, simply don't allow cohorts to take leadership, unless their leader is a Warlord. Thus the fighter can have cohorts who have leadership, who have a cohort with leadership, etc etc, all of which could add up to a VERY large following that no other class can possibly match, which would reflect leadership of armies.

This ability auto scales, because cohorts are level -2 at max of their boss. So, the PC at, say, 18th, could have cohort ranks at 16, 14, and 12. SOme of the personal followers of the high levels could have leadership and cohorts as well, and you could easily end up with hundreds or thousands of followers, something no other class can do.

An additional control factor could be only fighters can have or be cohorts with leadership, which would remove the warlord control factor and replace it with a class control factor. Fighter cohorts of fighters come with perks!


Das Bier wrote:

I'm not sure what to do with your capstones, but here's another Leadership control factor.

If you want fighters to be leaders of men, simply don't allow cohorts to take leadership, unless their leader is a Warlord. Thus the fighter can have cohorts who have leadership, who have a cohort with leadership, etc etc, all of which could add up to a VERY large following that no other class can possibly match, which would reflect leadership of armies.

This ability auto scales, because cohorts are level -2 at max of their boss. So, the PC at, say, 18th, could have cohort ranks at 16, 14, and 12. SOme of the personal followers of the high levels could have leadership and cohorts as well, and you could easily end up with hundreds or thousands of followers, something no other class can do.

An additional control factor could be only fighters can have or be cohorts with leadership, which would remove the warlord control factor and replace it with a class control factor. Fighter cohorts of fighters come with perks!

Been having some difficulties working on this, but I'm putting little changes when I can. I'm shifting around the abilities with your suggestions to see how they work out, and considering the use of a Stamina and Resolve pools to represent different things, but thinking that might be too complicated.


I hope that bringing this back up instead of making a new thread entirely isn't a huge faux pas, I wasn't really sure if I should or not. But anyway after leaving the project alone for a long while I just concluded that other people such as Das Bier have done a better job of translating the concepts of the Fighter into their own incarnations than I did, and instead figured I would try something different.

Having gone back and looked through some of the idea with being a Leader and testing out several concept builds or designs me and the playtest group really felt that it's use of cohorts and such oftentimes caused a lot of the same problems as a Summoner. Similarly Stamina usage was definitely a boost to things, but most of them felt it was still rather unsatisfying as it was mostly tied to feats and recovered slowly (even with possible ideas to improve this aspect). So after some brainstorming we came upon some other homebrew content we'd saved from a long while back that was part of a Marshal redesign, which I've used to impart a different system into the Fighter concept and more flesh out a proper capstone with hopefully a very powerful and "Feels good" result. Hopefully this will accomplish some of goals in both giving the fighter more to do, and to cement them as "The Leader" of any group it's dropped into. Hopefully I haven't missed any simple editing mistakes, but with how sporadically I've been able to sit down and actually work on this within the last few months I wouldn't doubt it if some are around...

The Fighter Version 3.0

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