Alchemist

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Hi. I'm back. Anything new to report, or has this project died?


Any word on when the complete version will be released. It's the end of the year and I'm excited.


Bump. Just this once.

I just want to see if anyone else has any ideas or suggestions to add.


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Milo v3 wrote:
In my PF Modern setting sorcerers are a result of genetic experimentation rather than heritage.

Are their powers still "magic" or are they referred to as some other force?


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I've been thinking about running a sci-fi themed game in Pathfinder and have already found some great material for it (in my opinion of course) with the "Star Tramps" 3pp line.

Star Tramps doesn't add any new classes, but it does give list of existing Paizo classes which fit the theme, as well as some minor adjustments for them. As far as casters go, for the setting as given in the book, they are stated as not recommended flavor wise, but nothing is stopping you from using casters in a more science fantasy setting.

But, I'm curious. What are some ideas to give casters a more sci-fi feel. Just saying their spells are gadgets they make at the start of the day is okay, but it doesn't really help to make wizards, sorcerers, clerics, etc, look unique to each other.

I look forward to your all's thoughts...


I'm curious. I know Spheres of Power is very good system, but for all of you who have used it, what do you think this does for the Martial/Caster Disparity? Better for martials, worse for martials, unchanged?

Your thoughts?


I just came upon this thread.

Might I suggest having a look at this?


Have a look at "Spheres of Power."


My Self wrote:
DrNegative wrote:
My Self wrote:
I've said this already, but perhaps you could include options (or built-in features) that significantly reduce ACP? Clerics and Warpriests casting Effortless Armor get a better ACP reduction than Fighters do. Also, a special tactic that lets you use Tower Shield effectively (reducing or removing the -2 to hit and ACP) would be nice.

I increased the ACP reduction with Armor Training (to -6 reduction), as well as adding a small ACP reduction in Armor Mastery.

I also created 2 new tactics, Shield Training and Tower Shield Training, to help with using shields more effectively as you suggested.

What do you think?

Shield Training seems a bit... uh... feat tax-y. Most shields (Tower Shield excluded) have a low enough ACP that the investment is usually not worth it.

Also, the ACP reduction is most needed at early levels, when you can't power through the penalties with your skill ranks. Maybe you frontload it a bit and set it to a base +3, and increase by 1 every armor training level? Also, include the text about increasing ACP reduction at 19th level under regular Armor Training, not Armor Mastery.

The Cleave stuff is confusingly worded. Suggested rewordings:
** spoiler omitted **...

This form of Warrior's cleave slightly more powerful in a way than your version, since it gives actual Cleave and lets you burst all your Cleave attacks against a pair of targets. You could add the line "He may only use this ability once per round" or something, but this should simplify the wording. Though I'd also reconsider the 3/encounter limit and perhaps just have at will, 3+STR/day or 1/round.

Also, perhaps you have the Mobile Warrior dodge bonus apply to all 5-foot steps, not just the ones that provoke AOOs? So if somebody readies an action to smack you when you step away, you get the dodge bonus?

Noted.


My Self wrote:
I've said this already, but perhaps you could include options (or built-in features) that significantly reduce ACP? Clerics and Warpriests casting Effortless Armor get a better ACP reduction than Fighters do. Also, a special tactic that lets you use Tower Shield effectively (reducing or removing the -2 to hit and ACP) would be nice.

I increased the ACP reduction with Armor Training (to -6 reduction), as well as adding a small ACP reduction in Armor Mastery.

I also created 2 new tactics, Shield Training and Tower Shield Training, to help with using shields more effectively as you suggested.

What do you think?


Little update.

I added a feature for the Vanilla Fighter to be able to gain Special Tactics.

It's for those who like the Vanilla Fighter, but are craving a few more options (like the rest of us).


-to Aelryinth:

Taken care of.


-To Skud422

Fixed the issue with Bravery/Battle Focus wording and added a tactic that works a little like what you suggested, simply called Improved Challenge.


Okay. Version 0.2.0 is done.

I did a lot of major nerfing in terms of his raw offensive power.

Also made some thematic changes to the names of some of his powers, and some fixes to some poor wording in abilties.

Still a work in progress, but what do you think so far.


Thank you all for the feedback.

I now see my trend of just scaling so many things out of control.

It will probably take me a little while to go through and make all the necessary adjustments (not all of them will be done at once).

I hope to come back with something much better soon, and thanks again for the outside overview.

If you have any other suggestions, let me know and I will take a look.

------------------------------------------------------------------------

One other quick thing.

Could this still be called an alternate fighter, or should I come up with another name and make just a new class?


Little update (also a bump).

I tweaked a few things and added one of my anti-mage solutions to the list of Special Tactics.

What do you think so far?


My Self wrote:

Oh, and since you have 6+INT skills per level, you should probably remove the Advanced Weapon Training option that lets you get 2 additional skills per level (which can be selected twice). It wouldn't exactly be fair to run over the Rogue's 8+INT skills on a 3/4 BAB chassis with your 10+INT skills on a full BAB chassis.

Although perhaps you could have a feat-like option to use the Resilience Rogue Talent? Or some sort of advanced Toughness ability that grants HP, maybe DR, and stacks with regular Toughness?

Noted.

-----

Side Note, just for clarification. When I respond "Noted," I take what I'm responding to into consideration. Right now, early on, I will probably implement a lot of your suggestions, but not all of them.
Later on, I will be a little more meticulous about what I add, remove, or change.

Just wanted to throw that out there.


My Self wrote:

The language for the Fighting Man level dependent stuff could be altered like Brains and Brawn.

The range on Challenge is still somewhat strange. I could end a Challenge by backing off 30 feet, and force the Fighter to expend another one if he wants to keep challenging. Perhaps you could make it function a bit more like the Paladin's? So it would function all day, until you either kill the target, knock them out, die, or recharge your Challenges? But it only gives you a boost to hit or damage within 60 feet (doubled at 11th level). The wording on your version seems unnecessarily complex compared to the Cavalier and Paladin smitey-abilities. Perhaps you could take some text from those?

Also, are you going to keep it named "Challenge"? If you keep it this way, it would function with the Chain Challenge feat.

The elemental resistances seem a bit tame. Consider the Flame Oracle revelation:

Molten Skin wrote:
Molten Skin (Ex): You gain resist fire 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to fire.

Perhaps something like this, or instead of immunity, some sort of scaling +X to the save or something? Or doubling your Bravery bonus to saves against that element?

It would be cool to see some sort of Tower Shield training ability, that applies the Armor Training ACP reducer twice if you're wielding a Tower Shield, and also reduces the Tower Shield hit penalty.

Armor Training seems mostly untouched, aside from the extra armor DEX bonus to AC being converted into a straight dodge bonus (which is good). However, maybe you could double the armor training skill check penalty reduction? So reducing ACP by 2 instead of 1 every increment. Also, the increments seem a little skewed- there are 5 levels of Armor Training (3rd, 7th, 11th, 15th, and 19th), but only a +4 to AC. 19th level doesn't actually do anything.

The Exotic Training thing seems nice, but seriously, who uses three separate exotic weapons? At most, you'd probably use two. The...

Noted.


johnnythexxxiv wrote:
...it's the spec'ed for melee but need a bow or enemy has non AC defenses up...

I'm sorry. I literally can't understand this bit. Grammar please.

Aelryinth wrote:
At level 20, I would just make the crit ranges of your chosen 3 weapons all 19-20/x4...which is the BEST possible combination they can get. Everything becomes a falcata. That way, there's no irritating variance between weapons at the ultimate level, and you don't punish someone for NOT having a falcata or naginata or falchion.

Noted.


My Self wrote:

Perhaps for the Brains with Brawn thing, you have it so that "this only functions when the character's Fighter level is equal to their character level"? The current wording is somewhat strange.

Challenge seems somewhat odd. Unlike all the other sort of focused enemy things, Challenge disappears at a certain range, but it lasts for an hour. If a challenged enemy manages to stay within 60 feet of you for an hour without you killing them, you've done something horribly wrong. Perhaps you take off lost challenge range restriction, and just say that it only functions against opponents within 60 feet? Also, the numbers are somewhat strange and arcane. +1/2 level to hit and damage I get, although it could be phrased better. +STR or DEX to hit... wait, isn't that something you already get? So you'd basically be doubling down on your to-hit stat, but not really, since STR and DEX don't stack with themselves. There's also no daily limit, which the Investigator, Cavalier, Paladin, Antipaladin, and all the other archetyped pseudo-smiters have. Combined with your weapon training, you'll have truly monstrous bonuses to hit and damage and completely overshadow any other combatant (Smiting Paladin and raging Barbarian included). Perhaps this could use some revision?

I totally get what Mobile Warrior is going for, but the numbers are pretty strange. Perhaps you could simplify it and either get rid of the scaling AC boosts, or grant Mobility as a bonus feat?

Armor Mastery can (and will) get up to ridiculous numbers for any semi-competent Fighter. Just putting that out there. It probably shouldn't matter that much, since it's a semi-capstone, but yeah.

Overall, you get a ton of bonuses to hit and damage, but I'm not seeing too much in the way of anti-Fighter tactic prevention. It's nice that there's a tactic that grants an auto-success on a save, but what would also be great is something like Evasion or Stalwart, where successes on saves mean no penalties at all. Also, the ability to break force barriers, take down...

Noted.


Just a thought; not sure if you have thought of it, or not.

You could just ask your GM if you could use your INT in place of your CHA.

Amongst a group of friends, I don't see such a thing causing an issue.

As for the construction of your OP character, I'm not really one for power building.


Raltus wrote:

I was thinking last night about allowing the fighter to self buff or be able to get even more out of their equipment because they rely so heavily on Arm and weapons.

Why not bump the fighters HP to a d12? seems like they should have it.

Noted.


Let's continue these discussions over here.


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Yep, you read right. Another attempt to improve the Fighter.

This is my first build for this alternate fighter, so just remember the following:

1. This is Homebrew. Use it if you want; no one's twisting your arm to play it.
2. I make no claims for this class to perfectly balanced. This aspect will take time and playtesting. I hope you all will assist with that.
3. This is my take on the challenge. Ideas and suggestions are welcome, but I am not building "your" version of the fighter. If you want "your" version of the fighter, get started on working on it yourself.

Now, with that out of the way, Here it is.

Questions, comments, and constructive criticism are appreciated.

-Thank You


--To Aelryinth:

For TH/Dmg, I'll try something like a Fighter's Challenge; swift action to pick an enemy, and then get +2 to attack and damage against that enemy, and, of course, the bonus will grow as the fighter gains levels.

I want to think you mean Martial Flexibility, like the brawler or Martial Master archetype. Regardless, I can work with that idea.

Lastly, I can see the ideas for the narrative powers, I'm just have trouble working out the in-game mechanics for them. If you want to write some of them up, I'd be happy to see what I do about working some of them in.


--To Raltus:

Raltus wrote:
Only thing I can see is that maybe the "Cleaves" are coming in a bit late, since a first level human fighter can take cleave at first level. Maybe drop them to 3rd to keep them relevant?

The reason I set the Feature Cleaves to start at 6th level is based on that the Cleave feat is a standard action from one attack, whereas the Feature Cleaves are used as Full-Attacks that functions from each iterative attack.

Right now I'd prefer to leave where they are, but I'll see how things go as I progress.

--To Aelryinth

Aelryinth wrote:

Two things;

Your Bravery rewrite is...not clear? I think you left out some words. All saves? All Will saves? Note that if you do All Will Saves, you may as well just give him a good will save.
I'm also not a fan of adding stat mods to things. I would personally just double the bonus against fear, or add their Intimidate ranks, or something. Adding Str mod basically penalizes dex fighters, you know.

Mobile Warrior should also count as Mobility. You might want to have Armor Training classify as Dodge, if you are going that way with Cleave, etc.

No DR for armor training, that esp stacks with Adamantine?

You still don't have a TH/Dmg bonus at level 1.

No skill points or skill mods?
Any way to buff allies?
Any daily customizability?
Still only one good save?
narrative powers/leadership capability?

-Little typo with Bravery. It's a bonus to all saves, and I will take your suggestion about unlinking STR as a bonus against fear. I will use ranks in Intimidate instead, with a base bonus of +2.

-I actually made the extra fighter feat at the end of the document count as Mobility, but now I think I'll remove that and have Armor Training count as Dodge and have Mobile Warrior count as Mobility.

-At this time I don't plan on adding any DR features.

-I do not know what TH/Dmg is. Could you explain, please.

-I'll set skill points at 6+INT per level.

-No ally buffs. My view of the fighter is mainly offense, and I see the Cavalier taking care of that role with his Tactician ability. As time goes on I may consider adding some morale bonuses he can grant allies.

-I actually have no ideas for daily customization right now. Any suggestions for that is appreciated.

-Yes.

-I don't really know what narrative powers would really suit a class whose basic premise is professional warrior. He fights, fights well, and doesn't do that much more aside what you do with role play. Again, any suggestions for possible powers are welcome.


I actually just wrote up a draft for my fighter fix.

Here it is.

What do you think?


In response to 2 things. First.

Aelryinth wrote:
Giving away class features is very bad class design. The amateur gunslinger feat should basically just let someone use guns. Just because someone made up a feat doesn't make it good class design.

I don't think it's bad design if it's, of course, done right.

Amateur Gunslinger gives a little grit and 1 deed. That doesn't sound like a bad feat to me.

I will admit my Greater Armor Aptitude feat takes this concept too far, so I would scratch that, but plain Armor Aptitude seems to works fine, if I just remove the heavy armor speed increase.

Also, the Lay on Hands feat already exists. It's called Believer's Hands in the ACG

Second.

Aelryinth wrote:
Raltus wrote:
Now with your feats are you going to make them free as the person levels? SO you take Mobile warrior then at (insert levels needed here) you get imp. Mobile cleave then again later you get Greater Mobile cleave with having to invest more feats each time?
If it's an ability you want all your fighters to have, and no other class to have, it should just be a class ability you give to your fighters. No need to even write it up as a feat.

I'm now considering making the Mobile Warrior tree and Fighter's Dodge feats as class abilities, along with a boost to Bravery to make it function more like Divine Grace, which I'll would write up a little later, but could you guys help me out and see if these would break any of the fighter archetypes.

Because my goal is to also mark which archetypes would be allowed these abilities.

Your help is greatly appreciated.


I like your thinking Green-skin man.

I'm currently working through the balancing in my head, but here's what I'm thinking. I'll keep Mobile Cleave the same, but add and change the following.

------------------------------------------------------------------------

Mobile Cleave, Improved – During a Full-Attack action, if you hit your primary target, you may make a free 5ft step (not consuming any movement gained from Mobile Warrior) using the same current dodge bonus gained from Mobile Warrior, and make one free secondary attack against a target that is within range using the same attack bonus as your current attack. You can only attack an individual target with a secondary attack once per round. You can make as many secondary attacks per round as your BAB allows per round. When you use this feat you take a -3 penalty to AC until the start of your next turn. You can choose use this feat or Mobile Cleave. This feat requires STR 15, BAB +6, and Mobile Cleave as prerequisites.

Mobile Cleave, Greater – During a Full-Attack action, if you hit your primary target, you may make one free 5ft step (not consuming any movement gained from Mobile Warrior) secondary attack against a target adjacent to the primary target that is within range using the same attack bonus as your current attack. If you hit your secondary target, you can continue making secondary attacks against any adjacent targets in range, using the same attack bonus as your primary attack, as long as you continue to hit. When you use this feat, you take a -4 penalty to AC until the start of your next turn. You can choose to use this feat, Improved Mobile Cleave, or Mobile Cleave. This feat requires STR 17, BAB +11, and [b]Improved Mobile Cleave[b] as prerequisites.

------------------------------------------------------------------------

I specified that if you have the Improved or Greater feats, you can choose which one you want to use, just to clear up any confusion if someone thinks that you can't use the previous version.


I looked at 2e, fighters, rangers, and paladins get iterative attacks at the same rate, to a max of 2 attacks a round.

And Mobile Warrior is exactly for the purpose of extra movement during attacks for a fighter. It also doesn't hurt if a rogue gets a little extra spring in their steps.

Changing gears, I made a comment about Mobile Warrior being used in conjunction with Cleave, but that is mistaken as Cleave is a standard action. So I made these.

------------------------------------------------------------------------

Mobile Cleave – During a Full-Attack action, if you hit your primary target, you may make one free secondary attack against a target adjacent to the primary target that is within range using the same attack bonus as your current attack. You can only attack an individual target with a secondary attack once per round. You can make as many secondary attacks per round as your BAB allows per round. When you use this feat you take a -2 penalty to AC until the start of your next turn. This feat requires STR 13, Mobile Warrior, and Cleave as prerequisites.

Mobile Cleave, Greater – During a Full-Attack action, if you hit your primary target, you may make one free secondary attack against a target adjacent to the primary target that is within range using the same attack bonus as your current attack. If you hit your secondary target, you can continue making secondary attacks against any adjacent targets in range, using the same attack bonus as your primary attack, as long as you continue to hit. When you use this feat, you take a -3 penalty to AC until the start of your next turn. This feat requires STR 17, BAB +11, and Mobile Cleave as prerequisites.

------------------------------------------------------------------------

Also, with your idea about a fighter being the only class being able to take a full move and a full attack, I'm considering the idea that a fighter gets Mobile Warrior as a free bonus feat at 1st level, if you meat a couple prerequisites:

1. Fighter is your favored class.
2. You selected fighter at character level 1.
3. the fighter archetype you use must have at least Armor Training 1 Class Feature.

Any thoughts, anyone?


--To Aelryinth:

Let's go through this one thing at a time, shall we?

Aelryinth wrote:

6 skills would put a fighter equal with a ranger, who gets spellcasting.

There's no way it would overpower the fighter. My version of the fighter gets +1 skill every time bravery goes up, which they get to pick and becomes a class skill....so, modular, self-choosing, versatile, exactly like the fighter has, and they end up with 7/level, more then a ranger.

I never even suggested that was overpowered. 6 skill points is just fine with me and I'm sure many others.

Aelryinth wrote:

Untouchable - this is so weak I don't know why you made it a feat. It's only useful against touch attacks, which are, what, 10% of normal attacks, or less?

There's feats that allow your shield to apply against touch attacks, and another allowing the magic bonus, and another allowing 1/2 your armor bonus, that I've seen. All of them are better then this feat.

I know of the feat that adds the magic bonus from shields to AC, but I have not heard of the other 2. I would like to see them, if you can find them.

As for my feat specifically, I have several friends I play with who gladly take this feat in a heartbeat, mostly because of the types of enemies our GM throws at us, and our GM would likely use it because one of our players is a classic Power Gamer who likes to exploit these sort of things.

But, I'm a more than willing to fix it up a little, like this.

------------------------------------------------------------------------

Untouchable - You gain a +1 bonus to Touch AC. If you have Evasion class feature, you increase this bonus by +1. If you have Improved Evasion you increase this bonus by +2. If you have the Lightning Reflexes feat, you also gain +3 bonus to Reflex saves. This feat requires BAB +1, and either Dodge or Uncanny Dodge feature as prerequisites.

------------------------------------------------------------------------

I am pretty sure many fighters take Lightning Reflexes to compensate for enemy spell casters, so that's a nice little perk for them.

Aelryinth wrote:
Mobile Combatant - useless to a fighter in heavy armor even if he isn't slowed by it.

That feat was not really made with the fighter in mind.

Aelryinth wrote:
Armor Aptitude: Great, giving away fighter class features. I assume you have one feat granting Lay On Hands as a paladin of equal level, and another 2 feats granting 2 levels of spells and a level-3 caster level too, right? Just to keep things equal?

There's the Amateur Gunslinger feat which gives grit and a deed.

There's also the rogue talent which give the rogue bombs like an alchemist. Nothing to really get upset about.

BTW, that Lay On Hands feat... not a bad idea. I'll probably work on that later. ;)

Aelryinth wrote:
Improved Maneuvers - I personally use # of Maneuvers = to your Expertise bonus, and folded it into Expertise. Versatile, choice, scales, flexible. And rewards the INTELLIGENT melee combatant.

First, I'm sorry to say I don't know what the Expertise bonus is.

Second, more of a personal note, I don't like how you are insinuating that many people, including myself, are stupid. Most people just don't know these mechanics exist, and you can't fault them for not reading every piece of game material to find them.

Aelryinth wrote:
Fighter's Dodge: Shouldn't need a Dex req any more then a monk's scaling AC bonus does.

Point taken, but it's a DEX 11. I'm pretty sure most fighters can afford that regardless. If you don't like that prerequisite, by all means, ignore it.

Aelryinth wrote:
Mobile Warrior is too wordy, and the movement bonus takes too long to get. The barb gets fast move at level 1. The Ranger gets Longstrider at 4. The fighter gets +10' at level 16?!? Is there something wrong with the non-magic fighter ending up faster then either class at high level? The Olympian of combat? Who doesn't have a supernatural power source or nature magic to help him out? I thought it was bad enough making him delay to 8th, AND forcing him to spend a feat, just to get +10! He ends up at +20...so what? That's 5' faster then a barb or ranger who also spend the feat.

Leadership and Power Attack can be considered too wordy too, but I hear no complaints about those.

The point of the feat is not to give the fighter a large base movement speed like the barbarian, ranger, monk, or any others. The purpose is to give more freedom of movement with his 4 massive attacks. Full-Attack + 25ft movement. Combine that with Cleave and I see a long line of dead bodies in 6 seconds (1 round for those who didn't know).

Aelryinth wrote:
Rogue Mobility - just tie it to Trap Sense. Acrobatics is tied to fighting defensively/total defense already.

Not a bad idea, but since many rogue archetypes lose Trap Sense, I will write it like this.

------------------------------------------------------------------------

Rogue Talent: Rogue Mobility – Works as Mobile Warrior, accept you gain a +5ft movement bonus when this talent is selected, and you gain +5 bonus movement for every point in the Trap Sense feature (or Danger Sense feature for Unchained Rogue) or 5 ranks in the Acrobatics skill, whichever is higher. At 11th level, the +5 dodge bonus versus attacks of opportunity is not reduced due to extra movement.

------------------------------------------------------------------------

There we go.

I'm aware I can't make everyone happy with my work, but I'm willing to try.

Any other questions?


To each, their own.


Exactly.

Also a little side note. My homebrewed fighters get 4 + INT skill ranks per level instead of 2 + INT skill ranks. So few ranks plus low INT kills a fighter skill-wise. I doubt anyone can argue with that. (Well they probably can, but just won't)


--To Aelryinth:

Okay. Let's go in a bit of a new direction then.

Ignoring all the feats I have made before in this thread, try these out.

This list will also include some other feats I've made and tweaked.

------------------------------------------------------------------------

New Skill: Athletics – Whenever a STR check is required for moving or lift heavy objects, or any other such feats of strength, you use Athletics. Add your STR modifier to this roll. Classes with this skill as a class skill are: Barbarian, Fighter, Monk, Paladin, Cavalier, Vigilante, Antipaladin, Bloodrager, Brawler, Hunter, Slayer, and Warpriest.

------------------------------------------------------------------------

Just for clarity, Athletics is in addition to Acrobatics, not replacing it.

------------------------------------------------------------------------

Nimble Moves (Dr’s Version) – With DEX 13, you may move 5 ft. through difficult terrain per round as though it was normal terrain. At 5th level, if you have DEX 15, this movement increases by 5 ft. At 10th level, this movement increases by 5 ft. regardless of your DEX. Finally, at 15th level, if you have DEX 17, this movement increase by 5 ft. to a maximum of 20 ft. This change removes the Acrobatic Steps feat.

Two Weapon Fighting (Dr’s Version) – With a DEX 15, you reduce the penalties for fighting with two weapons by 2 for your primary hand and by 6 for your off-hand weapon. Other penalties for two weapon fighting based on the weapons wielded still apply. With a DEX 17 and a BAB of +6, you may make an additional attack with your off-hand weapon. Finally, with a DEX 19 and a BAB of +11, you may make a third attack with your off-hand weapon.

Point Blank Shot (Dr's Version) – works as Point Blank Shot (Paizo Version), but at 5th, 10th, 15, and 20th level, this bonus increases by +1. At 11th level, You gain half of this bonus (rounded down) for attacks against enemies beyond 30ft, but within your weapon’s first range increment.

------------------------------------------------------------------------

These are not fighter specific, just some feats that I thought could use a little sprucing up.

Now the long list.

------------------------------------------------------------------------

Untouchable – You gain a +1 bonus to Touch AC. If you have Evasion class feature, you increase this bonus by +1. If you have Improved Evasion you increase this bonus by +2. This feat requires BAB +1, and either Dodge (either version) or Uncanny Dodge feature as prerequisites.

Mobile Combatant – You can move an extra 5ft during a full-attack action. You cannot use extra movement while in heavy armor or encumbered. This extra movement provokes attacks of opportunity. This feat requires a BAB +6 and 5 ranks in the Acrobatics skill as prerequisites.

Armor Aptitude – You gain better mobility while wearing armor you are proficient in. The Armor Check Penalty for all armor (not shields) is reduced by 1 (minimum 0) and your speed is increased by 5ft in medium and heavy armor. This cannot increase your speed above your base speed. Unlike other combat feats, Fighters cannot select or use this feat. This feat requires BAB +6 and Light Armor Proficiency as a prerequisite.

Armor Aptitude, Greater – You gain better mobility while wearing medium and heavy armor, if you are proficient. At BAB +11 and 5 ranks in the Athletics skill, the Armor Check Penalty for medium and heavy armor is reduced by 1 and your speed is increased by 5ft. This cannot increase your speed above your base speed. At BAB +16 and 10 ranks in the Athletics skill, the Armor Check Penalty for heavy armor is reduced by 1 and the Max DEX Bonus for heavy armor is increased by 2. This feat requires BAB +11, 5 ranks in the Athletics skill, Armor Aptitude, and Medium Armor Proficiency as prerequisites.

Shield Aptitude – You gain better control of shields you are proficient in. At BAB +6, the armor check penalty for shields is reduced by -1 and the Arcane Spell Failure is reduced by 5%. At BAB +11, 10 ranks in the Athletics skill, and if you are proficient with tower shields, the armor check penalty for tower shields is reduced by 5 (for a total of -4) and the Arcane Spell Failure for tower shields is reduced 20% (for a total of 25%). This feat requires BAB +6 and Shield Proficiency as prerequisites.

Improved Maneuvers – You select 3 combat maneuvers. You gain the Improved feats related to those maneuvers. You can select this feat multiple times, selecting 3 new maneuvers each time. You must possess the appropriate prerequisites for any maneuver selected.

Fighter’s Dodge – you gain a +1 dodge bonus to AC plus your Armor Training bonus. The increase in the allowed max DEX bonus to armor is replaced by this dodge bonus. This feat requires DEX 11 as a prerequisite. This is a fighter’s bonus feat (only fighters may select it). This feat counts as Dodge (Paizo Version) and Dodge (Dr’s Version) for the purpose of prerequisites.

Fighter’s Mobility – You gain a +4 dodge bonus to AC versus attacks of opportunity plus you Armor Training bonus. This feat requires Fighter’s Dodge as a prerequisite. This feat counts as Mobility (Paizo Version) for the purpose of prerequisites.

Mobile Warrior – You gain a +5ft movement bonus for every +2 of Armor Training (minimum 0ft). This bonus movement is allowed even when slowed by your armor, but not when encumbered. During a Full-Attack action, you gain a +5ft movement bonus equal to your Armor Training bonus and is added to your 5-foot step. This movement can be used before, during, and after this action, split up as you see fit. The first 5ft movement does not provoke attacks of opportunity as normal, but each 5ft step afterward does, but with a +4 dodge bonus against them. This bonus decrease by 1 for every 5ft step afterwards. This feat requires DEX 13 and Armor Training 1 feature as prerequisites. This is a fighter’s bonus feat (only fighters may select it).

Dodge (Dr’s Version) – you gain a +1 dodge bonus to AC, +1 bonus for every 5 ranks in the Acrobatics or Athletics skill (maximum +2 bonus), whichever is better. You gain only half the bonus from Acrobatics or Athletics (rounded down) in medium armor and no bonus in heavy armor. This feat requires DEX 13 as a prerequisite. This feat counts as Dodge (Paizo Version) for the purpose of prerequisites.

Dodge, Improved - you gain a +1 dodge bonus to AC, +1 bonus for every 5 ranks in the Acrobatics skill (only Acrobatic though) above 10 ranks (maximum +2 bonus). These bonuses stack with the bonuses gained from Dodge (Dr’s Version) for a total of +6 dodge bonus to AC. You gain all the bonus granted by the feats to AC and half the bonus to Touch AC in medium armor, and half to both AC and Touch AC in heavy armor. This feat requires Dodge (Dr’s Version), BAB +8, and DEX 17 as prerequisites.

Rouge Talent: Rogue Mobility – Works as Mobile Warrior, accept you gain a +5ft movement bonus when this talent is selected, and you gain bonus movement for every 5 ranks in the Acrobatics skill. At 11th level, the +4 dodge bonus versus attacks of opportunity is not reduced due to extra movement.

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A little bit of your way, and a little bit of my way.

Fighters get some boosts they need, the other classes get little perks, and some all-around changes are made to a few feats.

Again, I don't claim these to be perfect, but I think they're pretty good.

Questions, comments, and constructive criticism is welcome.

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--To Raltus:

I would think the reason a lot of feats don't scale is probably due to the fact that Pathfinder is a modification of D&D 3.5.

Paizo wanted to keep the feel of the game similar to D&D, and so they just balanced things in a way that functioned most like the old game, and that include feats that mostly do just one thing.

But that's just my theory.


--To Aelryinth ::

That is a perfectly valid solution.

While my feats did have the Fighter primarily in mind, they also allowed other classes to gain these bonuses, as quite a few feats in general a pretty lack-luster at higher levels, ergo Dodge.


I get what you're saying. It had slipped my mind that DEX is usually low for fighters.

Here's an idea.

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Fighter’s Instinct – Functions as Dodge, but instead of Acrobatics, you use Athletics, and instead of DEX, you use STR. Only Fighters may select this feat.

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And a slight edit here.

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Untouchable: Modified – You gain a +1 bonus to Touch AC. This bonus increase +1 at 6th, 12th, and 18th level. If you are wearing medium or heavy armor, this bonus is reduced by 1 (minimum +1). If you have Evasion class feature, you increase this bonus by +1. If you have Improved Evasion you increase this bonus by +2. This feat requires BAB +1, and either Dodge, Fighter’s Instinct, or Uncanny Dodge feature as prerequisites.


Fokeno wrote:
Heavy Armor gives you the benifit of a massive bonus to AC. You need to be penalized for this. If you're not giving anything up and gaining a +9 to your AC, what are you doing to the rest of your party? Now the Rogue who has to wear light armor is losing out on half her advantadge, while the Monk really doesn't have a leg up save for its speed? Seems a bit tunnel vision

-First: Consider that some classes, like Monk and Barbarian, get a large AC boost or DR as they level up with no penalties.

-Second: The Fighter loses some of the penalties of armor as he levels up, namely the speed reduction and check penalty.

Raltus wrote:
But that is all it gives a bonus to Regular and FF AC. Why shouldn't a feat do more?

I assume that bit is for me.

Maybe this will help a little. Just a thought.

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Dodge: Modified – you gain a +1 base dodge bonus to AC and Touch AC, +1 bonus dodge to AC for every 5 ranks in the Acrobatics skill. At 10th level, the base dodge bonus to AC and Touch AC increases to +2. If wearing armor heavier than light armor, the dodge bonus gained from this feat equal to the total dodge bonus - the armor’s skill check penalty +1 (minimum +0). The dodge bonus granted by your Acrobatics skill is limited to maximum equal to your DEX modifier.

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That include a small Touch AC bonus. Or...

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Untouchable - You gain a +1 bonus to Touch AC. This bonus increase +1 at 6th, 12th, and 18th level. If you are wearing medium or heavy armor, this bonus is reduced by 1 (minimum +1). If you have Evasion class feature, you increase this bonus by +1. If you have Improved Evasion you increase this bonus by +2. This feat requires BAB +1, and either Dodge or Uncanny Dodge feature as prerequisites.

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Something separate with a couple ways to unlock it.

Also, Athletics is not replacing Acrobatics. It's a new skill usable by all classes. I made it because some of the house ruled modified feats I made are affected by your ranks in Acrobatics and mechanically I didn't want to much being affected by one skill.

Any other questions or concerns?


I am actually working on something like what you're talking about right now.

At some point I'll probably create another thread with these feats and some re-worked feats I have.

For the heck of it, here's a little preview with one of the biggest offenders.

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Dodge – you gain a +1 base dodge bonus to AC, +1 for every 5 ranks in the Acrobatics skill. At 10th level, the base dodge bonus increases to +2. If wearing armor heavier than light armor, the dodge bonus gained from this feat equal to the total dodge bonus - the armor’s skill check penalty +1 (minimum +0). The dodge bonus granted by your Acrobatics skill is limited to maximum equal to your DEX modifier.


Are you talking about heavy armor with my feats or in general?

If it's just my feats, there is improvement with movement in heavy armor as you proceed through the tree.

If you mean in general, I know that fighters are the only class that get better perks out of their armor (ergo, reduce ACP and increased speed).

That being said, I can agree with that logic. Real world armor was actually fairly easy to move in.

Try this out.

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Armor Aptitude – You gain better mobility while wearing armor you are proficient in. The Armor Check Penalty for all armor (not shields) is reduced by 1 (minimum 0) and your speed is increased by 5ft in medium and heavy armor. This cannot increase your speed above your base speed. Unlike other combat feats, Fighters cannot select this feat. This feat requires BAB +6 and Light Armor Proficiency as a prerequisite.

Armor Aptitude, Greater – You gain better mobility while wearing medium and heavy armor, if you are proficient. At BAB +11 and 5 ranks in the Athletics skill, the Armor Check Penalty for medium and heavy armor is reduced by 1 and your speed is increased by 5ft. This cannot increase your speed above your base speed. At BAB +16 and 10 ranks in the Athletics skill, the Armor Check Penalty for heavy armor is reduced by 1 and the Max DEX Bonus for heavy armor is increased by 2. This feat requires BAB +11, 5 ranks in the Athletics skill, Armor Aptitude, and Medium Armor Proficiency as prerequisites.

Shield Aptitude – You gain better control of shields you are proficient in. At BAB +6, the armor check penalty for shields is reduced by -1 and the Arcane Spell Failure is reduced by 5%. At BAB +11 and 10 ranks in the Athletics skill, the armor check penalty tower shields is reduced by 5 (for a total of -4) and the Arcane Spell Failure for tower shields is reduced 20% (for a total of 25%). This feat requires BAB +6 and Shield Proficiency as prerequisites.

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The first two feats are basically what you said, just cleaned up a little, and with some perks for other types of armor added.

The last one is just a bonus.


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I have seen many threads about players wanting to have more option in combat for martial-based characters. In some of these threads, some people suggest a martial character being able to move around the battlefield better, especially during Full-Attacks.

Here is my own little set of house rule feats and a new skill I created with that in mind.

I by no means claim this to be perfect, but I think it is a pretty good start, so questions, comments, and constructive criticism are appreciated.

Thank You

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Athletics – Whenever a STR check is required for moving or lift heavy objects, or any other such feats of strength, you use Athletics. Add your STR modifier to this roll. Classes with this skill as a class skill are: Barbarian, Fighter, Monk, Paladin, Cavalier, Vigilante, Antipaladin, Bloodrager, Brawler, Hunter, Slayer, and Warpriest.

Mobile Combatant – You can move a base extra 5ft during a full-attack action. If you have 5 ranks in the Athletics skill, you can move a bonus extra 5ft. You cannot gain extra movement from Athletics while in heavy armor. This feat requires a BAB +6 as a prerequisite.

Mobile Warrior – You can move a base extra 5ft during a full-attack action. This stacks with the movement gained from Mobile Combatant for a maximum base of 10ft. If you have 10 ranks in the Athletics skill, you can move bonus extra 5ft. This bonus movement also stacks with the bonus movement gained from Mobile Combatant. You can only use half of this bonus movement in heavy armor. The total movement gained cannot exceed your base movement. This feat requires Mobile Combatant, DEX 15, and BAB +11 as prerequisites.

Mobile Warrior, Greater – You can move an base extra 5ft during a full-attack action. This movement stacks with the movement gained from both Mobile Combatant and Mobile Warrior for a maximum base of 15ft. For every 5 ranks you have above 10 in the Athletics skill, you can move a bonus extra 5ft. This bonus also stacks with the movement gained from both Mobile Combatant and Mobile Warrior. You can use all the bonus movement gained regardless of the type of armor you wear. This movement cannot exceed you base movement. This feat requires Mobile Combatant, Mobile Warrior, DEX 17, and BAB +16 as prerequisites.


Okay. I was not aware that the reload speed reduction jumped from a move action to a free action. I assumed a move action would have reduced to a swift action.

Thanks for that.


Squiggit wrote:
It's sort of funny because musket masters are the only characters in the game that can full attack with blunderbusses too.

Can you explain how to do that, please?


Dragon78 wrote:
Arcane recovery?

In 5E, during a short rest, a wizard can regain up to 6 spell levels with spells up to 6th level. That in and of itself is probably too powerful for pathfinder, as 5E has casters able to cast more spells in between rests.

The Magus "magus arcane" and "spell recall" ,however, I could see working.


I'd just like a wizard archetype with magus arcana and spell recall. Or something kind of like the 5E wizard with arcane recovery.