New AWT Option: Thoughts?


Homebrew and House Rules


So, I have been a lurker on the forums for the last year or so. Currently I am theory crafting a fighter, and I see a lot of threads about the "Unchained" fighter or home-brew rules to fix it. However, I wanted to share a thought I had to address one small area within the rules as given. I am presenting this in three different ways. (My first time trying to balance new game rules, so feedback appreciated). Full disclosure: I am well aware the fighter does not really need a higher "hit things" bonus. However, most of the non-hit things it needs look to either re-write the class, or give a bonus for free.

AWT Choice: Lightning Fast (Option 1)
A number of times per day equal to your weapon training bonus with the selected weapon(s), you may make a full-round action Full Attack as a standard action. Any increase to your weapon training bonus from any source counts towards this AWT option.

Thoughts: The most limited and thus least game breaking option. Increases the value of Gloves of Dueling, but that's pretty much already a given if you have any choice in items whatsoever. Perhaps add +CON modifier to the number of times per day; would lower the incremental value of weapon training increases while increasing the value of the AWT itself.

AWT Choice: Lightning Attack (Option 2a)
A fighter may choose to make a special lightning attack as a standard action. This attack may only be used with weapons which the fighter has weapon training with. The fighter may attack a number of times equal to either his weapon training bonus or his BAB, whichever is lower. Any attacks past the first use the normal iterative attack BAB progression (Ie, +20/+15/+10/+5 at level 20). This ability is only modified by the base weapon training a fighter receives from increasing in level.

Thoughts: This option basically allows a full attack +move 3/2/1 levels after the fighter would get their 2nd/3rd/4th iterative attack, with the weapon they first select. It also rewards a switch hitter who uses a regular feat at 5th to gain the AWT rather than wait until 13th level to take it as an alternate weapon training choice. Allowing the Gloves of Dueling/other items to increase the bonus would greatly increase the value for switch hitters, and mean that as soon as the fighter receives an iterative and the gloves he can use his main weapon(s) with Lightning Attack (assuming ~8th or 9th level for Gloves of Dueling with WBL).

AWT Choice: Lightning Attack (Option 2b)
A fighter may choose to make a special lightning attack as a standard action. This attack may only be used with weapons which the fighter has weapon training with. The fighter may attack an additional number of times after the first equal to his weapon training bonus; the fighter may not exceed the total number of iterative attacks his BAB would give for a full attack (Changes from Option 2a in bold). Any attacks made this way use the normal iterative attack BAB progression (Ie, +20/+15/+10/+5 at level 20). This ability is only modified by the base weapon training a fighter receives from increasing in level.

Thoughts: This would give the fighter full-attacks + move from the moment he gets another iterative if he spends the feat at 5th, and give a switch hitter an immediate benefit for picking up a second weapon group. This also makes the Gloves of Dueling less of a game changer - any effective increases that would change play style will happen to later-picked weapons.

I prefer the second version of Lightning Attack, both for the immediate benefit to switch hitters and because it removes Gloves of Dueling from consideration in its value in most cases.The balance I am trying to strike is good enough to take, and compete with things like Armed Bravery or Fighters Reflexes without being an automatic choice. Those two options add to the fighters saves and are always useful; being able to move+full attack seems to be a very desirable thing, though I do not have the years of actual gameplay to really rank the power level.

Complete Aside - I do like some of the home-brew solutions to the fighter. I think my favorites are 4+Int skills as a minimum, Weapon training starting at Level 1 (which would totally throw off the math in my presentation above), and the ability to swap out feats after 8 hours of rest like a spell caster. If the spell caster can change his focus on a day to day basis, why shouldn't a martial champion be able to psyche himself up in specific preparation for the day? I also like the idea that a fighter who picks an Improved X will automatically get the Greater X when they qualify as a free feat. Anyhow. That's all completely rewriting the fighter, though the last may be a possible AWT: pick a number of Base/Improved/Greater style feat chains up to your weapon training bonus for which you have the lowest level feat. When using that weapon, you count as having any feats in the chain you would qualify for. Still not addressing the core issues, but an improvement over one-trick ponies. Food for thought.


It's an x/day Pounce skill.

I'm not saying it's imbalanced, but basically, that's what you have here. A little less movement range then Pounce, but it doesn't have to be straight line, either. You're basically getting a full attack + move action...free quickrunner's shirts, as it were.

Also, Abundant Tactics would basically double uses/day, just so you know.

I think this would vie with Warrior Spirit as one of the best AWT options to take, hands down. It won't be useful until level 6 or Haste comes online, but still, very strong.


Das Bier wrote:

It's an x/day Pounce skill.

...
Also, Abundant Tactics would basically double uses/day, just so you know.
...

Just to be clear, only the first option is X/day. The other two are always available, but compete with options which take a standard action - like a regular dirty trick, for example. Good point about the interaction with Abundant Tactics, though RAW I think it would only apply if you took the AWT as a feat at 5th/10th/15th/20th - otherwise, it is not a combat feat but class ability. And I am not even sure taking the feat would count - the feat itself does not give uses per day.

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I'm honestly not a fan of any homebrew of the ever-so-popular "let's give out pounce or standard-action full-attacking!" It's blatant wish-fulfillment that doesn't really add anything to the game except maybe create balance issues.

It's also worth pointing out that existing abilities that let you move and full attack are at least level 8 or 10. Unchained monk gets flying kick at 5th level, but the range is only 10 feet. And all of these abilities force you to charge or engage an opponent in melee. Your options are available at 5th level and don't have any of the above restrictions.


Do you allow use of Quickrunner's Shirts?

Then his options is just a feat alternate to the shirts.

Pounce is basically unlimited use, by contrast.


Das Bier wrote:

Do you allow use of Quickrunner's Shirts?

Then his options is just a feat alternate to the shirts.

Pounce is basically unlimited use, by contrast.

Quickrunner doesn't pounce any more after Ult Equip Errata.

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