I start scanning the horizon for suspected cultists. Including, but not limited to: People in black cloaks, people with green cloaks, people in other-coloured cloaks, people without cloaks, people in groups, people with mustaches, people with large t@&!, people with needles, people with pointy ears. Oh, and that barwench still has it coming. She's bad news. Probably a BBEG of some kind.
I make a Sevenfold Kick of Thunder Judgement at the first four I reach.
(sorry about my absence from this thread)
I make a flurry of trips! Sweep 1: 1d20 + 7 ⇒ (18) + 7 = 25
They wanna mess up Genericville, they have to go through me first!
And obviously all fights start with surprise attacks on round one, defensive casting isn't a thing, quickened spells don't exist, you can't cast divination spells ahead of time to see what you are going to be fighting and when, summoning spells for scouting are never used, and Planar Allies always stay at home to not help out. Clerics are only walking bandaids!
Characters get 10 GENERAL feats. Fighters get 11 COMBAT feats.
Those 11 Combat feats of a fighter are meant to compare to the class features of every other class.
And feats do NOT measure up. Just look at the closest equivalent...rage powers. Rage powers scale. Scaling Nat AC. Scaling Damage bonuses. Scaling AC vs missiles. Scaling dodge AC. Scaling Skill bonuses. Scale, scale, scale.
The advanced training and x Mastery feats basically blatantly made up what fighters should have had all along...powerful feats that required fighter class abilities as pre reqs. Many of them scale, and also start out powerfully. That's what you should be aiming for. Not more niche superspecialized feats in feat trees that fighters do NOT have the feats to spare to take. |