
| Rynjin | 
 
	
 
                
                
              
            
            Hrm. I dunno.
Part of my problem is I'm easier to hit than I thought I'd be, so I'm already taking a lot of damage. Lowering my AC and purposefully taking more attacks seems...unwise. Moreso than it did in theory.
I'll think on it.

| Rynjin | 
 
	
 
                
                
              
            
            Traded Frederick's Feats around.
Dropped IUS, Archon Style, and Archon Diversion for Die Hard (going for Deathless Initiate at 6th), Improved Disarm, and Grudge Fighter (+1 Morale to attack/damage against anyone who's attacked me in combat).
Out of curiosity, would you be willing to lower the BaB requirements on [urlEndurance]Directed Disarm[/url] and Hold the Blade?
They're both really cool (especially in combination), but they need such high level to get.

| GM Lemmy | 
 
	
 
                
                
              
            
            Hold The Blade is like a worse Snake Fang, so I'm okay with it requiring BAB +6 instead of +10, as that is where character's start becoming less "real life martial artist" and more "Captain America" IMO.
Directed Disarm is cool. Honestly, all I'd require for getting it is BAB +1, Improved/Greater Disarm and Combat Reflexes. I'll only add the addendum that the disarmed weapon only flies 10ft at first, but that distance increases to 15ft when you reach BAB +11. Is that acceptable?
On a related note, here is my Revised Fighter (WiP). It has a chapter dedicated to new feats. I think they are mostly balanced for the level they become available, but I'd appreciate some feedback (Earth-Shattering Strike may be a bit too good). Those same feats were also added to my general house-rules document. I'll add them to the Campaign Rules & Guidelines document later.

| Lemmy | 
 
	
 
                
                
              
            
            That fighter is OP as hell lol. I could make a naaaaaaaasty fighter.
Care to elaborate?
It doesn't get many attack/damage bonuses, as I tried to focus on allowing a greater variety of combat tactics, instead of numerical bonuses (which the base class already has enough).
It has pretty good defenses against things Fighter should be good defending against (fear and mind-control, though even then, Bravery basically amounts to a situation good will save). Immunity to fatigue makes sense, since the class is supposed to "be able to keep going all day".

| Lemmy | 
 
	
 
                
                
              
            
            Engage is amazeballs for killing casters and runecraft is also fantastic if what Im reading is correct. Are you able to use runecraft on as many pieces of gear as long as you dont double up on the same one?
Engage doesn't stop concentration checks and doesn't make spells provoke AoO (only physical attacks, though I should probably make that clearer). It does punish stop casters (and archers) who try to 5ft-step into safety, but then again, that could already be (better) accomplished by Step-Up (keep in mind that engage doesn't stop enemies from moving away, if simply gives you an AoO if they do).
Ah, good catch on the Runecraft! I copy/pasted it from my old homebrew and forgot to the add the limitation of the later version (because that is written down on a notebook, rather than on a virtual document :P), which is limited to the existence of 1 additional rune for every 5 fighter levels, to a maximum of 5 runes at 5th level.
EDIT: Changed Runecraft to add the runes limit.

| Lemmy | 
 
	
 
                
                
              
            
            Engage is awesome because it lets you smack casters who succeed their concentration check and then try to teleport away. Sure the teleport succeeds but they might be dead on arrival anyways.
True... But that doesn't bother me. If the caster is so worried about being hit, he shouldn't have allowed the Fighter to get that close to him in the first place. There are dozens of low-level spells that can easily keep you away from melee Fighters, if you fail at doing so, you deserve every little ounce of smacking you get!
EDIT: Besides, it's better to fall unconscious at your home base than in the middle of your battle field. XD
What Engage is really good for (I hope), is drawing fire from an enemy combatant without forcing him to do so (like the original Antagonize did).

| Lemmy | 
 
	
 
                
                
              
            
            I like Onslaught. An 8th level Fighter can kill an entire army in 6 seconds as long as he can kill them in 1 hit.
That's a nod to 1st Edition D&D, when the Fighter Fighting Man got a free additional attack every time he killed an weak enemy. 
(Also, I like the idea of a mythical warrior tearing apart a whole army of low-level enemies!) :D

| Rynjin | 
 
	
 
                
                
              
            
            Hold The Blade is like a worse Snake Fang, so I'm okay with it requiring BAB +6 instead of +10, as that is where character's start becoming less "real life martial artist" and more "Captain America" IMO.
Directed Disarm is cool. Honestly, all I'd require for getting it is BAB +1, Improved/Greater Disarm and Combat Reflexes. I'll only add the addendum that the disarmed weapon only flies 10ft at first, but that distance increases to 15ft when you reach BAB +11. Is that acceptable?
Sweet. Sounds good to me. May drop Dodge for Directed Disarm, and then nab Hold the Blade at 7th (I want Deathless Initiate at 6th).
Edit: Well, except for the Combat Reflexes part. Not sure how that fits.
On a related note, here is my Revised Fighter (WiP). It has a chapter dedicated to new feats. I think they are mostly balanced for the level they become available, but I'd appreciate some feedback (Earth-Shattering Strike may be a bit too good). Those same feats were also added to my general house-rules document. I'll add them to the Campaign Rules & Guidelines document later.
Minor nitpick: I'd swap around the names of Relentless and Unstoppable. Unstoppable is a ore "powerful" word IMO.
Block the Sun should probably either have a clause stating it only uses one arrow, no arrows, or how many arrows it actually uses.
Burning Blade is a different font color than everything else for some reason.
Celestial Fist's "BaB +1 or Monk level 1" requirement seems redundant unless Monks are meant to have access to these. Since they're only (seemingly) available to 2nd level+ Fighters, BaB +2 is already a necessity.
Edit: Scratch that, these are Feats. Thought these were the Combat Prowess-es.
Heavy Strike should probably say "Monk level 11" rather than "Monk level +11".
Juggernaut Charge, Misdirection, everything from Piledriver through Steadfast Determination, War Rider, and Blessed War Rider are likewise in an odd font color. Makes it slightly harder to read.
One With The Elements is something I'd base off Purity of Body or Diamond Body...Wholeness of Body is traded out by 99% of Monks, with the remaining 1% being unaware Qinggong exists.
Block the Sun and Shockwave should probably both just say "1/2 your BaB" for simplicity. Falls more in line with the existing wording of such abilities rather than "For every 2 of your BaB".
Will look at the Prowess-es later.

| Rynjin | 
 
	
 
                
                
              
            
            Basic Combat Prowess-es:
Fake Surrender seems neat...though may need either a second ability, or a second Prowess or feat that allows you to catch a dropped weapon.
The image I'm getting in my head is that trope where a guy will drop his sword, and then snatch it up with his OTHER hand before it hits the ground, slashing the target (this is where the Feint comes in).
Heroic Dive should say IN the ally's direction, not ON the ally's direction.
Poison User may require level scaling. It seems like it makes the Alchemist feel sad, considering they require a 6th or so level class feature and a Discovery before they can poison as a Swift, and have it last multiple rounds. And they're THE poison class! Then again, their MASSIVE boosts to the DCs of said poisons may make up for it.
Runecraft is f+++ing awesome. That is all.
Shield Slash makes the Klar sad. I'd add a Special: A Fighter with this Combat prowess can instead choose to deal Bludgeoning damage with a Klar.
Combat Wild card should read: "This Combat Prowess can be selected one additional time for every 3 Fighter levels above 3rd." rather than "This Combat Prowess can be selected one additional for every 3 Fighter levels above 3rd."

| Lemmy | 
 
	
 
                
                
              
            
            Sweet. Sounds good to me. May drop Dodge for Directed Disarm, and then nab Hold the Blade at 7th (I want Deathless Initiate at 6th).
Edit: Well, except for the Combat Reflexes part. Not sure how that fits.
Huh... I thought it required Combat Reflexes... I guess I'm confusing it with Snake Fang.
Minor nitpick: I'd swap around the names of Relentless and Unstoppable. Unstoppable is a ore "powerful" word IMO.
Block the Sun should probably either have a clause stating it only uses one arrow, no arrows, or how many arrows it actually uses.
Tsc... I always forget there are people who actually keep track of ammo. -.-'
Burning Blade is a different font color than everything else for some reason.
It is? oO
Celestial Fist's "BaB +1 or Monk level 1" requirement seems redundant unless Monks are meant to have access to these.Since they're only (seemingly) available to 2nd level+ Fighters, BaB +2 is already a necessity.
Look up the "Fighting Prodigy" feat. It let other classes have a minor taste of the Fighter goodies!
One With The Elements is something I'd base off Purity of Body or Diamond Body...Wholeness of Body is traded out by 99% of Monks, with the remaining 1% being unaware Qinggong exists.
Ah, yeah... That feat was originally created for my Revised Monk, which
A- Doesn't need to trade anything away. He simply gets picks his Ki powers at certain levelsB- Has a much, much better version of Wholeness of Body. Still, I'll switch it for Purity of Body. It makes more sense anyway.
Block the Sun and Shockwave should probably both just say "1/2 your BaB" for simplicity. Falls more in line with the existing wording of such abilities rather than "For every 2 of your BaB".
True. I don't remember why I wrote it like that...
EDIT: Ah, right! It took less space than writing "a number of d6 of bludgeoning and slashing damage equal to half your BAB".
| Rynjin | 
 
	
 
                
                
              
            
            In the Master of Many Styles archetype, change the
Bonus Feat ability to the following:Bonus Feat: At 1st level, 2nd level, and every four levels
thereafter, a master of many styles may select a bonus
style feat or the Elemental Fist feat (Advanced Player’s
Guide 158). He does not need to meet the prerequisites of
that feat, except the Elemental Fist feat. Starting at 6th
level, a master of many styles can choose to instead gain
a wildcard style slot. Whenever he enters one or more
styles, he can spend his wildcard style slots to gain feats
in those styles’ feat paths (such as Earth Child Topple) as
long as he meets the prerequisites. Each time he changes
styles, he can also change these wildcard style slots. This
ability replaces a monk’s standard bonus feats.• Page 60—In the Fuse Style entry, in the second
paragraph, after the second sentence, add the
following:He gains a bonus on attack rolls equal to the number of
styles whose stances he currently has active.
Mmm...nmmm...it tastes so good.

| Rynjin | 
 
	
 
                
                
              
            
            Advanced Combat Prowesses:
Juggernaut could probably use a clause about not being able to move if the creature grappling them is heavier than their Push/Drag capacity.
Strike Back seems...meh. It's an ability that doesn't really give any new options.
Terrorizing Strike shouldn't exist, mostly because it's what the Gory Finish Feat SHOULD be, and fixing that would probably be a better thing.
Greater Combat Prowesses:
Penetrating Strike is already a Fighter only Feat, and comes online two levels earlier. Makes Focused Damage kinda redundant. Fixing that Feat to be a bit better (folding it into the Greater version and remove the clauae that doesn't let it work on DR/- probably) would probably be better IMO.
Perfect Health seems better as an Advanced Prowess. Maybe make it scale instead, starting as a bonus vs Disease/Poison equal to your Bravery bonus, and culminating in immunity later on.
Slightly to the Left likewise seems better as an Advanced Prowess. Alchemist gets that at like 2nd level if he wants it.
Legendary Combat Prowesses:
Dimension Slash nitpick, a 20th level ability counting as something else for prerequisites seems kinda pointless. You're already maxed, there's nothing you can do about it.

| Lemmy | 
 
	
 
                
                
              
            
            Basic Combat Prowess-es:
Fake Surrender seems neat...though may need either a second ability, or a second Prowess or feat that allows you to catch a dropped weapon.
The image I'm getting in my head is that trope where a guy will drop his sword, and then snatch it up with his OTHER hand before it hits the ground, slashing the target (this is where the Feint comes in).
Added a clause that if you have Greater Feint, you can make a reflex save to catch your weapon.
Heroic Dive should say IN the ally's direction, not ON the ally's direction.
Corrected the text, thanks for pointing it out.
Poison User may require level scaling. It seems like it makes the Alchemist feel sad, considering they require a 6th or so level class feature and a Discovery before they can poison as a Swift, and have it last multiple rounds. And they're THE poison class! Then again, their MASSIVE boosts to the DCs of said poisons may make up for it.
It used to be separate Combat Prowesses, , but most of those abilities are pretty weak by themselves. Added a level dependent scaling.
Runecraft is f+*&ing awesome. That is all.
Good kind of awesome, I hope. :P
Shield Slash makes the Klar sad. I'd add a Special: A Fighter with this Combat prowess can instead choose to deal Bludgeoning damage with a Klar.
Good idea. Added.
Combat Wild card should read: "This Combat Prowess can be selected one additional time for every 3 Fighter levels above 3rd." rather than "This Combat Prowess can be selected one additional for every 3 Fighter levels above 3rd."
Corrected. Thanks for pointing out.

| Lemmy | 
 
	
 
                
                
              
            
            Juggernaut could probably use a clause about not being able to move if the creature grappling them is heavier than their Push/Drag capacity.
I don't like using weight rules because they are a pain in the was to keep track of. I usually simplify it and go by size categories... But I'll add the weight limit.
Strike Back seems...meh. It's an ability that doesn't really give any new options.
True... It's more of a "SURPRISE, MOTHAFUKA!" ability... Actually, I think I'll add the possibility to give make the target stunned for a round or something, to reflect the surprise the enemy would feel when the Fighter strikes back at twice the strength he was hit! XD
Terrorizing Strike shouldn't exist, mostly because it's what the Gory Finish Feat SHOULD be, and fixing that would probably be a better thing.
True. But my homebrew classes usually assume there is no other homebrew being used. It makes it easier for interested GMs and players to adapt it to their own house-rules.
Greater Combat Prowesses:
Penetrating Strike is already a Fighter only Feat, and comes online two levels earlier. Makes Focused Damage kinda redundant. Fixing that Feat to be a bit better (folding it into the Greater version and remove the clauae that doesn't let it work on DR/- probably) would probably be better IMO.
See Terrorizing Strike for the reason why I'd rather not modify the feat. But I can change the Combat Prowess to be more similar to those feats. Or make it just give them to the Fighter as bonus feats without requiring him to fulfill the prerequisites.
Perfect Health seems better as an Advanced Prowess. Maybe make it scale instead, starting as a bonus vs Disease/Poison equal to your Bravery bonus, and culminating in immunity later on.
Hmmm... I'll consider the idea.
Slightly to the Left likewise seems better as an Advanced Prowess. Alchemist gets that at like 2nd level if he wants it.
Also going to consider this one.. (I'm fine with the Alchemist getting it earlier, though).
Legendary Combat Prowesses:
Dimension Slash nitpick, a 20th level ability counting as something else for prerequisites seems kinda pointless. You're already maxed, there's nothing you can do about it.
Indeed. But it doesn't hurt either... After all, if your game reached 20th level, it's very likely that it'll reach 21st. :P

| Eitylen | 
 
	
 
                
                
              
            
            I guess you and I can continue in a solo game.
================
Anyways, I have two "horror" style adventures (retribution from raging swan and the other is in the kaidan setting), the Rise of the drow adventure path, shadow of the dusk queen, some PFS stuff, rappan athuk, slumbering Tsar, . What would like?

| Rynjin | 
 
	
 
                
                
              
            
            I like horror stuff, and I've heard good things about the Kaidan setting (...though all of them are from the guy that made it, so...Still, I've liked all the products he's given me to review).
Rappan Athuk is interesting if we want a simple dungeon crawl.
Slumbering Tsar is one of the 3.5 Paizo APs, right? If it's as good as Age of Worms, that'd be fun. What's it about?
 
	
 
     
     
    