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Hey all. I've read a lot of innovative and interesting ideas on these forums, and I'm ready to post my own houserules for my Pathfinder campaign.
Please read and critique my Race writeup. Dwarves, Elves, Half-Elves, Half-Orcs, and Humans have been changed. The other races are the same as 3.P beta. Keep it constructive, if you can. Enjoy!
Dwarves
Often called the “stout folk,” dwarves are an ancient race. Standing about a foot shorter than most humans, they make up for it in overall bulk, for dwarves have wide shoulders and hips. Dwarves have a love for earth and stone, making them fine stonemasons and expert miners. Dwarves are the most resilient of the civilized races, capable of taking a great deal of punishment, both physical and magical. On the whole, they have a lust for treasure, especially precious metals and gems. Dwarves have a relatively dour outlook rooted in grim reality, but when in a good mood with ale in hand, their rumbling laughter can be heard for quite a distance.
Dwarf Racial Traits
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures, and have no bonuses or penalties due to their size.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblin subtypes due to special training against these hated foes.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant type.
Dwarven Resilience: Dwarves always treat Fortitude saves as “good saves” regardless of character class. When advancing, use the Saving throw values of the “good save” column to determine a Dwarf's Fortitude save.
Stability: Dwarves receive a +4 bonus to their combat maneuver bonus when resisting a bull rush or trip attempt while standing on the ground.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose any of the following: Elemental, Giant, Gnome, Goblin, Orc, and Undercommon.
Favored Class: The favored class of dwarves is cleric or fighter. This choice must be made at 1st level and cannot be changed.
Elves
Since the dawn of history, the elves have looked upon the other races from their forest abodes, watching them grow and prosper, struggling through barbarism and war. The elves are eternal, or nearly so, having life spans that rival the mighty dragons. While most elves live in woodland settings, others dwell in towering elven cities, full of graceful spires that blend in with the surrounding trees. Some elves choose to leave their kin behind and mingle with the other races, dwelling alongside them but never quite belonging. Elves are patient craftsmen, spending years perfecting their art, be it sword smithing, armor crafting, poetry, or song.
Elf Racial Traits
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of poor illumination.
Keen Senses: Elves receive a +2 bonus on sight- and sound-based Perception checks. They can make a Perception check to spot a secret or concealed door if they pass within 10 feet, regardless of whether or not they are actively looking.
Elven Reflexes: Elves always treat Reflex saves as “good saves” regardless of character class. When advancing, use the Saving throw values of the “good save” column to determine an Elf's Reflex save.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells or effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Appraise skill checks made to identify the properties of magic items.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose any of the following: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Favored Class: The favored class of elves is ranger or wizard. This choice must be made at 1st level and cannot be changed.
Half-Elves:
Born from elven and human parents, half-elves have trouble adjusting to either society. Ever since the elves and humans first met, there have been half-elves. Most halfelves are born from loving couples who tend their offspring in a manner best suited to their lifestyle. Half-elves tend to follow the societal path that they were raised in. While this is typically human, making those half-elves passionate and energetic, some are raised in elven clans, making them more reserved and deliberate. In either case, traits from the other parent seem to slip through, causing them no end of trouble among their peers. Like their human ancestors, half-elves are skilled at nearly any craft. Half-elves tend to be wanderers, as they find it difficult to fit in anywhere. It is no surprise, then, that many turn to a life of adventuring.
Half-Elf Racial Traits
+2 to one ability score: Half-elf characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature.
Medium: Half-elves are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of poor illumination.
Keen Senses: Half-elves receive a +2 bonus on sight- and sound-based Perception checks. They can make a Perception check to spot a secret or concealed door if they pass within 10 feet, regardless of whether or not they are actively looking.
Elven Reflexes: Half-Elves retain their Elven parent's amazing reflexes and grace. Half-Elves always treat Reflex saves as “good saves” regardless of character class. When advancing, use the Saving throw values of the “good save” column to determine an Half-Elf's Reflex save.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells or effects.
Adaptability: Half-elves receive Skill Focus, as a bonus feat, at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Favored Class: Half-elves can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed.
Half-Orcs
Born from orc and human parents, Half-Orcs are outcasts, looked upon with fear, hatred, and pity by most of the civilized world. Half-Orcs are not a new phenomenon: in the days when orcs and humans clashed endlessly, many who found themselves caught in-between were the subjects of terrible violence, with Half-Orcs as the byproduct. While many Half-Orcs today share this dark history, others come from entire communities of Half-Orcs, bound together by their common lineage. Half-Orcs favor many of the traits of their less-civilized parents, tending toward violence and a dark, brooding outlook. From their human parentage, Half-Orcs are gifted with a wide variety of passions. While these stereotypes are not universal, they are quite common. Half-Orcs raised in orc society are often bullied, earning positions of respect so long as they can physically match their peers. Those raised in human society often find themselves the targets of cruel prejudices and are frequently the suspect whenever a crime is uncovered. Due to such difficulties, many Half-Orcs turn to lives of crime or adventuring, where their combination of strength and wits serves them best.
Half-Orc Racial Traits
+2 Strength, +2 Wisdom, – 2 Charisma: Half-Orcs are physically strong and constantly on the lookout for danger, but they are looked upon with fear and revulsion by the majority of civilized societies who view them as dangerous savages. Although not necessarily ugly, a Half-Orc is usually sullen and suspicious of others, having grown up (at best) teased and shunned by his contemporaries. They are generally just as intelligent as their human parents, which makes them all the more capable of appreciating the prejudices of other races. Even orcs do not usually accept a half-breed, unless he can prove himself exceptionally capable in combat. Their combination of fearsome appearance and hardened attitude is reflected in their generally lower Charisma scores.
Medium: Half-Orcs are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Half-Orcs have a base speed of 30 feet.
Darkvision 60 feet: Half-Orcs can see in the dark up to 60 feet.
Weapon Familiarity: Half-Orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Orc Ferocity: Orcs get the “Intimidating Prowess” and “Diehard” feats for free.
Orc Blood: Half-Orcs count as both humans and orcs for any effect related to race.
Languages: Half-Orcs begin play speaking Common and Orc. Half-Orcs with high Intelligence scores can choose any of the following: Draconic, Giant, Gnoll, Goblin, and Abyssal.
Favored Class: Half-Orcs can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed.
Humans
Of all the races, humans show the most variety. They’re a young race by the standards of elves and dwarves, but have accomplished much in their short time. Human cities dot the landscape and their kingdoms rule much of the world. Yet for all of their power, they can easily recede into barbarism within a generation. While some strive to make the world a better place, others seek to conquer it, drawing up great hosts to march on their civilized neighbors. While their craftsmanship does not always equal that of many other races, humans are skilled at nearly every trade imaginable and are often outstanding in a chosen profession. Not surprisingly, adventuring is a common occupation, as most humans have an innate curiosity about what lies beyond the next horizon or at the bottom of the nearest dungeon.
Human Racial Traits
+2 to one ability score: Human characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature.
Medium: Humans are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. In addition, they may choose any cross-class skill and make it a class skill.
Weapon Training: Humans as a race are very warlike, and a human adventurer is proficient with any one martial weapon of their choice, in addition to those granted by class proficiencies. This weapon must be chosen at 1st level and cannot be changed. Human Martial characters who already start out with all martial weapon proficiencies may choose Bastard Sword, Improved Unarmed Strike, Improved Grapple, or any one Exotic weapon of their choice with the DM's approval (possibly a cultural or double weapon).
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Favored Class: Humans can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed.
Is there anyway to chat or exchange emails with you? I don't see a PM function on these forums and I'd like your opinions on some things that I don't want to post. Thanks.

I want to suggest the following changes to the racial traits lineup:
Dwarves should get "Dwarven Fortitude": Dwarves always get fort saves as a "good save" regardless of what class they choose.
Elves and Half-Elves should get "Elven Reflexes": Elves and Half-Elves always get reflex saves as a "good save" regardless of what class they choose.
It occurred to me that, while races do get corresponding attribute bonuses such as con for dwarves and dex for elves, it makes no sense for a dwarf to have a "bad" fort save. After all, they are the "toughest" of all the sentient races that a pc can play. Dwarven fortitude is the stuff of legends, right? The thing they are perhaps best known for, other than their surly attitudes and penchant for mining and treasure-hording?
Same thing with Elves (and half-elves, who were lacking in the traits department)... the agility of elven characters is one of their natural, genetic traits and the idea of an elven fighter with a "bad" ref save is just ludicrous. An adult elf is probably at least a hundred years old, fit, and well-practiced in using his legendary natural agility. He would NEVER have bad reflexes unless that elf was literally disabled in some way. (Come to think of it, why DO fighters only have one good save? Aren't they supposed to have great reflexes?)
These traits would certainly be competitive with the humans "free feat" racial feature, don't you think?

Like specialist wizards, ranger class-chosen fighting styles (2 handed or ranged), and sorceror heritage choices, can we add a feature that lets monks and fighters choose what their "style focus" is in?
Instead of just choosing alternate bonus feats like improved grapple instead of deflect arrows, can we see something more akin to what was in other 3.5 supplements like quntessential monk, only with more impact on character advancement?
Monks who, for example, focus more on combat could get their damage dice increased earlier, and their speed improvements later (pugilist-like from QM), or they could "delay" certain other class abilities like the "poison/mind affecting spell" resistance.
Also, I would like to see some "martial art style" effects that accumilate when the monk has mastered a certain feat combination or feat tree. The "masteries" from other 3.5 supplements were a really good idea. "Empty hand mastery" was the most useful for a fighting monk, but the "mighty works mastery I and II" could have been changed to make combat maneuvers more effective, a solid choice for a grappling-oriented monk. The DM may require that the monk PC's seek out masters of certain fighting styles and complete training quests or a period of testing before the "style mastery" bonuses kick in. ;)
I'd also like to see some creative write-ups from imaginative players about how "animal styles" like the tiger, crane, and praying mantis would work out. There's a lot of kung-fu themed fantasy that would make the "specialist monk" a very interesting character, and almost every pc monk would have some unique traits. All 16th-level monks would reflect different martial and training philosophies. Some schools could be alignment-specific, for example the Snake Style favors Lawful Evil characters, the while the Iron Hand school is open to all.
Weapon focus and specialization feats could be available as bonus feats for a "punchy" or "wrestler" themed monk, while ki pool powers and supernatural abiliteis would be more limited or come at later levels for a more "physical" kind of monk. Also, there was a set of 3.5 feats that allowed monks to choose a martial weapon from a certain list (I think it was long spear, longsword, and one other) that they could flurry with.
Fighters with style masteries could get some effects like Supreme Cleave, Supreme Power Attack, and a significant bonus to Sunder attacks with "Two handed fighting feats." (previously those feats were part of the Frenzied Berserker prestige class, but I feel like giving single class fighters a "Frenzy" class infringes upon the Barbarian's domain, you know? Fighters' powers come from discipline and focus, barbarians more from primal fury... the yin and yang of combat, in a way). The Frenzied Berserker class feats should be something to aim for as a two handed fighter, since they epitomize the "juggernaut" type of combatant that one would expect from a two-handed fighter.
Fighters who specialize in two-weapon fighting could get some perks reducing off-hand penalties to 0 before other characters like rogues or rangers would, or granting earlier access to the "greater" and "improved" feats, or automatically allowing fighters to wield weapons of the same size in either hand as if the off-hand weapon were light, or allowing fighters their full strength bonus with both primary and off-hand attacks.
Fighters who specialize in weapon-and-shield combat could get bonus dr, extra ac from shields, armed deflection for free, and some other perks.
Fighters could choose "single weapon style" and get a higher dodge bonus to ac, and a free disarm or trip attempt if their opponent misses them in combat (nothing in the offhand allows for a greater opportunity to combine weapon attacks and maneuvers with the free hand).
A style mastery could be chosen at the same time that "weapon training" bonus groups are chosen; he can train further in one weapon group, and pick a fighting style specialty.
I would like to hear some players' ideas on feat-synergy and style-specific bonus packages for monks and fighters. Anyone have ideas?

I originally posted this in the races and classes forum, but since it involves a new rule for fighters I'll post it here.
I really like the alpha 3 remix of races and classes. Simply beautiful, Pathfinder has a much better foundation of core classes than 3.0 or 3.5 dnd did. I do, however, want to make some suggestions for the fighter class, an old favorite of mine who often finds himself relegated to the role of "splash class" - the prevailing attitide in dnd 3e was that you might take a few levels in fighter, but most other paths are optimal for end-game "careers."
The Paladin can smite, heal, and turn undead... the Barbarian can rage, has a host of new rage powers, gets more hp and can soak damage like no other... the Monk does INSANE damage with his martial arts and ki powered-fists... and, what does the fighter do, exactly? Well, he fights with weapons... and he should be the MASTER of weaponcraft.
I think fighters should do more damage with a given weapon as they level up, much the way monks do with unarmed damage. A simple 2 handed sword in the hands of a 20th level fighter is MUCH deadlier than a keen +5 2 handed sword in the hands of a first level fighter. Mind and body of a master fighter make a far greater difference than allbut the mightiest of enchantments. I've got a few ideas on this, so please tell me what you think.
Now, before I continue, consider that I've been playing d&d since 2nd ed., and seen how fighters changed with each ed. In 3e, they became more of a "splash class" and I think we need to step up the sheer power of the fighter class to make them attractive as a single-class career.
Think of the "career-defining powers" of the other warrior classes: Paladins get a host of powerful supernatural abilities that make them far more useful to a party and far more effective against certain types of enemies. Barbarians get rage, and rage points to buy many useful powers they can use. Monks get incredible damage dealing power with their unarmed attacks, as well as feats that let them further enchance their damage and number of attacks per round, and ki pool powers that make them even more outstanding. Rangers get free dual wield or ranged feats, favored enemies, tracking abilities etc...
And fighters? well... there used to be Weapon Specializations and masteries, and those used to mean something.
There used to be a book for 2nd ed called "combat and tactics" that gave optional rules for weapon mastery. level 1 - proficient, can use a weapon normally. level 2 - specialized, +1 to hit, +2 dmg. level 3 - master, +3 to hit and damage total. level 4 - high master, gain an additional attack per round, do even more damage, and weapon speed improves. level 5 - grand master, this one gave a greater crit range, more damage, and weapon speed improved 2 categories. Also, if the fighter is using his grand mastered weapon AND is fighting someone who is ALSO using his favorite weapon, he gets some ac bonus and adittional to-hit bonus. Now, I'm not saying pathfinder should use an "exact copy" of those rules but it's a good place to get the "feel" for how a fighter improves as he masters his weapons.
Now, let's consider another fighting class for a moment, the monk. Largely considered a power gamer class, the monk deals more damage unarmed than most fighters with two handed weapons, and gets as many attacks per round with greater flurry of blows as a dual wielder. Larger monks do more damage, and monks can get "virtual size increases" through feats like Improved Natural Attack, and Empty Hand Mastery. A 20th level monk with both of these feats deals 6d8 damage plus str bonuses, and he can get other bonuses and items to boost it further. I LIKE the monk this way, and I think we should bring fighters UP to that kind of power level.
(On a side note, I have house ruled that no character can benefit from more than two "virtual size increases" at the same time. There are some builds that use 8 prestige classes (you can do a search for them) and get something like 28d8 damage or something ridiculous that no dm would allow. So, with this rule, there's no reason to try to find some perfect combination of monk, fighter, or prestige classes that would give 3, 4, or more "dice increases" because you can only go up 2 steps from your natural size from feats, class features, racial features etc., unless magic is actually used to give you a LITERAL size icnrease, such as an "enlarge" spell).
Now, on to my idea...
There should be fighter feats that work with class features (so they're available anytime after a certain level, to fighters only) that increase his offensive power directly.
Another thing that bugged me in 3e: Weapon Specialization and Greater Weapon Specialization provided damage bonuses, but whatabout the extra attacks per round granted to specialist fighters? What about the exclusive levels of masteries, up to grand master that were pretty much class-exclusive fighter powers? That was a big reason to specialize in 2e.
A lot of 3e players didn't necessarily think that the 3e version of Weapon Specs were a great investment of feats. Weapon specializations and masteries should be a class-defining feature again for fighters, much the way unamred damge is for monks, and rage is for barbarians. Nobody else can do what the fighter does, with his swords and his wits.
Just as the monk's unarmed damage improves with level and he can take "improved natural attack," and "empty hand mastery," the fighter should get a damage die increase on weapons he uses at certain levels and/or with certain fighter-only specialization feats. For example, a greatsword may do 2d6 in the hands of a level 1 fighter, but a level 10 fighter gets a damage die increase if he, for example, used his "weapon training" class feature on "blades" and takes a certain feat, and he gets another damage die increse when he gets "weapon mastery" at 20th level. Or, one could make weapon mastery a selectable feat with steep requirements, so he wouldn't necessarily have to wait until 20th level to get it.
Here are my suggested rules changes:
For example, let's redefine weapon specialization in the following way:
Weapon Specialization (fighter) - when a fighter chooses weapon sepcialization, he selects a weapon group that he has taken his Weapon Training class feature in. All weapons from that group now deal damage as if they were increased by one size category (damage dice increase). In addition, he does +2 damage.
Greater Weapon Specialization (fighter): Requirements: weapon training (in chosen weapon group), Weapon Specialization (in chosen weapon group) Weapon Mastery (in chosen weapon).
When a fighter selects his chosen weapon for Weapon Mastery at level 20 and gets the associative benefits, he can now use a feat to gain Greater Weapon Specialization, which provides another +2 to damage (total +4) that stacks with Weapon Specialization, Weapon training cumulative bonuses, AND another damage dice increase as if the weapon were one more size category larger.
Furthermore, whenever he is using that chosen weapon, he gets one more attack per round at his highest attack value.
Note that the new "weapon specialization" applies to a whole group of weapons, and the "weapon mastery" and new "greater weapon specialization" apply only to a single weapon from that group. All bonuses from feats, fighter weapon training, weapon mastery, weapon specialization and greater weapon specialization all stack.
He now gets 5 attacks per round at level 20 - the same number as a flurrying monk, and his base attack bonus is higher. A perfect two-weapon fighting master dual-wielding his weapon mastered/greater specialized weapons is now a lot more formidable than a monk flurrying with magical kamas, as he should be.
An INT or WIS requirement for weapon spec. and greater weapon spec. could be implemented, just like for certain combat maneuvers. This rewards fighters who choose brains over brawn only, so for example the cliche'd "borderline nonsentient half-orc point-buy fighter" is not necessarily the best way to go, if you're planning on making a great end-game fighter.
If you want to make the old weapon spec feats available to other classes, replace the regular "weapon specialization" and "Greater weapon specialization" as they are in the srd with some new feat that allows other characters to add a +2 damage bonus to melee attacks without the "fighter level 4" requirement; although in 3e, most people didn't spend a feat on weapon spec anyway.
Fighters should be able to master more than one weapon, I believe, but they will have to spend additoinal feats to do so. One weapon mastery feat is free at 20th level. This also eliminates the need for the "weapon master" prestige class, which was basically a fighter who got bonus weapon powers and maneuvers. I thought that's what a fighter was supposed to be, anyway.
A fighter so specced with a 2 handed sword would do a lot more damage with each attack, so let's say 4d6 plus str, plus weapon training cumulative bonuses, plus weapon specialization and greater weapon specialization bonuses, plus he's now doing an extra attack per round +20/+20/+15/+10/+5... that's 5 per round. 6 with haste. A lot of damage potential, especially for wiping out minions, when you consider extra attacks granted from feats like Cleave and Great Cleave. Plus, there's improved power attack, extra attacks from dual wielding skills (perfect two weapon fighting), Two-weapon Rend...
With these changes implemented, a level 20 fighter Weapon Master/Greater Weapon Specialist could undoubtedly become one of the most powerful single combatants in the game WITHOUT having to take 2 or more prestige classes, WITHOUT having to compromise his fighter-ness for something another class does better, and WITHOUT having to be dependent on clerics or wizards.
If you think these changes are extreme, let's not forget that compared to other characters at 20th level (and even way earlier than that), 3e dnd fighters can be "simulated" or "outclassed" at melee combat. Remember how clerics can cast a spell that gives them the base attack of a "high base attack class" of similar level, and can cast "greater magic weapon" to give them +5 gear. They can also get damage dice increases by elarging their size magically.
With the rules changes I suggest, they cannot duplicate the pure martial weapon skill of the master fighter, which is reflected in the inherent damage dice increases (2 steps at level 20) and extra attack per round even over other combat classes, which even other weapon-using warrior-types such as the barbarian and paladin can't do. This further sets the fighter apart from both his magical peers AND warrior bretheren.
Clerics being clerics, raging-feated barbarians, smiting/divine might Paladins, and monks using Unarmed attack mastery no longer make swordsmanship necessarily "obsolete" in the raw damage department, since weapon damage for fighters will scale (with certain feats) and get an extra attack like unarmed damage does for monks.
If we bring back meaningful weapon specializations, the fighter will have his own "flavor" and mystique about him, and we won't need to invent pseudo-magic to make him competitive at high levels. Perhaps the most significant impact is that he won't be a "splash class" anymore - that's the one thing that truly irritated me about 3e fighters.
Anyone else feel the same way?

I really like the alpha 3 remix of races and classes. Simply beautiful, Pathfinder has a much better foundation of core classes than 3.0 or 3.5 dnd did. I do, however, want to make some suggestions for the fighter class, an old favorite of mine who often finds himself relegated to the role of "splash class" - the prevailing attitide in dnd 3e was that you might take a few levels in fighter, but most other paths are optimal for end-game "careers."
The Paladin can heal and turn undead... the Barbarian can rage, has a host of new rage powers, gets more hp and can soak damage like no other... the Monk does INSANE damage with his martial arts and ki powered-fists... and, what does the fighter do, exactly? Well, he fights with weapons... he should be the MASTER of weaponcraft.
I think fighters should do more damage with a given weapon as they level up, much the way monks do with unarmed damage. A simple 2 handed sword in the hands of a 20th level fighter is MUCH deadlier than a keen +5 2 handed sword in the hands of a first level fighter. Mind and body of a master fighter make a far greater difference than allbut the mightiest of enchantments. I've got a few ideas on this, so please tell me what you think.
Now, before I continue, consider that I've been playing d&d since 2nd ed., and seen how fighters changed with each ed. In 3e, they became more of a "splash class" and I think we need to step up the sheer power of the fighter class to make them attractive as a single-class career.
Think of the "career-defining powers" of the other warrior classes: Paladins get a host of powerful supernatural abilities that make them far more useful to a party and far more effective against certain types of enemies. Barbarians get rage, and rage points to buy many useful powers they can use. Monks get incredible damage dealing power with their unarmed attacks, as well as feats that let them further enchance their damage and number of attacks per round, and ki pool powers that make them even more outstanding. Rangers get free dual wield or ranged feats, favored enemies, tracking abilities etc...
And fighters? well... there used to be Weapon Specializations and masteries, and those used to mean something.
There used to be a book for 2nd ed called "combat and tactics" that gave optional rules for weapon mastery. level 1 - proficient, can use a weapon normally. level 2 - specialized, +1 to hit, +2 dmg. level 3 - master, +3 to hit and damage total. level 4 - high master, gain an additional attack per round, do even more damage, and weapon speed improves. level 5 - grand master, this one gave a greater crit range, more damage, and weapon speed improved 2 categories. Also, if the fighter is using his grand mastered weapon AND is fighting someone who is ALSO using his favorite weapon, he gets some ac bonus and adittional to-hit bonus. Now, I'm not saying pathfinder should use an "exact copy" of those rules but it's a good place to get the "feel" for how a fighter improves as he masters his weapons.
Now, let's consider another fighting class for a moment, the monk. Largely considered a power gamer class, the monk deals more damage unarmed than most fighters with two handed weapons, and gets as many attacks per round with greater flurry of blows as a dual wielder. Larger monks do more damage, and monks can get "virtual size increases" through feats like Improved Natural Attack, and Empty Hand Mastery. A 20th level monk with both of these feats deals 6d8 damage plus str bonuses, and he can get other bonuses and items to boost it further. I LIKE the monk this way, and I think we should bring fighters UP to that kind of power level.
(On a side note, I have house ruled that no character can benefit from more than two "virtual size increases" at the same time. There are some builds that use 8 prestige classes (you can do a search for them) and get something like 28d8 damage or something ridiculous that no dm would allow. So, with this rule, there's no reason to try to find some perfect combination of monk, fighter, or prestige classes that would give 3, 4, or more "dice increases" because you can only go up 2 steps from your natural size from feats, class features, racial features etc., unless magic is actually used to give you a LITERAL size icnrease, such as an "enlarge" spell).
Now, on to my idea...
Just as the monk's unarmed damage improves with level and he can take "improved natural attack," and "empty hand mastery," the fighter should get a damage die increase on weapons he uses at certain levels and/or with certain fighter-only feats. For example, a greatsword may do 2d6 in the hands of a level 1 fighter, but a level 10 fighter gets a damage die increase if he, for example, used his "weapon training" class feature on "blades" and takes a certain feat, and he gets another damage die increse when he gets "weapon mastery" at 20th level. Or, one could make weapon mastery a selectable feat with steep requirements, so he wouldn't necessarily have to wait until 20th level to get it.
There should be fighter feats that work with class features (so they're available anytime after a certain level, to fighters only) that increase his offensive power directly.
Another thing that bugged me in 3e: Weapon Specialization and Greater Weapon Specialization provided damage bonuses, but whatabout the extra attack per round granted to specialist fighters? That was a big reason to specialize in 2e. A lot of 3e players didn't necessarily think Weapon Specs were a great investment of feats. Weapon specializations and masteries should be a class-defining feature for fighters, much the way unamred damge is for monks, and rage is for barbarians. Nobody else can do what the fighter does, with his swords and his wits.
For example, let's redefine weapon specialization in the following way:
Weapon Specialization (fighter) - when a fighter chooses weapon sepcialization, he selects a weapon group that he has taken his Weapon Training class feature in. All weapons from that group now deal damage as if they were increased by one size category (damage dice increase). In addition, he does +2 damage.
Greater Weapon Specialization (fighter): Requirements: weapon training (in chosen weapon group), Weapon Specialization (in chosen weapon group) Weapon Mastery (in chosen weapon).
When a fighter selects his chosen weapon for Weapon Mastery at level 20 and gets the associative benefits, he can now use a feat to gain Greater Weapon Specialization, which provides another +2 to damage (total +4) that stacks with Weapon Specialization, Weapon training cumulative bonuses, AND another damage dice increase as if the weapon were one more size category larger.
Furthermore, whenever he is using that chosen weapon, he gets one more attack per round at his highest attack value.
Note that the new "weapon specialization" applies to a whole group of weapons, and the "weapon mastery" and new "greater weapon specialization" apply only to a single weapon from that group. All bonuses from feats, fighter weapon training, weapon mastery, weapon specialization and greater weapon specialization all stack.
He now gets 5 attacks per round at level 20 - the same number as a flurrying monk, and his base attack bonus is higher. A perfect two-weapon fighting master dual-wielding his weapon mastered/greater specialized weapons is now a lot more formidable than a monk flurrying with magical kamas, as he should be.
An INT or WIS requirement for weapon spec. and greater weapon spec. could be implemented, just like for certain combat maneuvers. This rewards fighters who choose brains over brawn only, so for example the cliche'd "borderline nonsentient half-orc point-buy fighter" is not necessarily the best way to go, if you're planning on making a great end-game fighter.
Fighters should be able to master more than one weapon, I believe, but they will have to spend additoinal feats to do so. One weapon mastery feat is free at 20th level. This also eliminates the need for the "weapon master" prestige class, which was basically a fighter who got bonus weapon powers and maneuvers. I thought that's what a fighter was supposed to be, anyway.
A fighter so specced with a 2 handed sword would do a lot more damage with each attack, so let's say 4d6 plus str, plus weapon training cumulative bonuses, plus weapon specialization and greater weapon specialization bonuses, plus he's now doing an extra attack per round +20/+20/+15/+10/+5... that's 5 per round. 6 with haste. A lot of damage potential, especially for wiping out minions, when you consider extra attacks granted from feats like Cleave and Great Cleave. Plus, there's improved power attack, extra attacks from dual wielding skills (perfect two weapon fighting), Two-weapon Rend...
With these changes implemented, a level 20 fighter Weapon Master/Greater Weapon Specialist could undoubtedly become one of the most powerful single combatants in the game WITHOUT having to take 2 or more prestige classes, WITHOUT having to compromise his fighter-ness for something another class does better, and WITHOUT having to be dependent on clerics or wizards.
If you think these changes are extreme, let's not forget that compared to other characters at 20th level (and even way earlier than that), 3e dnd fighters can be "simulated" or "outclassed" at melee combat. Remember how clerics can cast a spell that gives them the base attack of a "high base attack class" of similar level, and can cast "greater magic weapon" to give them +5 gear. They can also get damage dice increases by elarging their size magically.
With the rules changes I suggest, they cannot duplicate the pure martial weapon skill of the master fighter, which is reflected in the inherent damage dice increases (2 steps at level 20) and extra attack per round even over other combat classes, which even other weapon-using warrior-types such as the barbarian and paladin can't do. This further sets the fighter apart from both his magical peers AND warrior bretheren.
Clerics being clerics, raging-feated barbarians, smiting/divine might Paladins, and monks using Unarmed attack mastery no longer make swordsmanship necessarily "obsolete" in the raw damage department, since weapon damage for fighters will scale (with certain feats) and get an extra attack like unarmed damage does for monks.
If we bring back meaningful weapon specializations, the fighter will have his own "flavor" and mystique about him, and we won't need to invent pseudo-magic to make him competitive at high levels. Perhaps the most significant impact is that he won't be a "splash class" anymore - that's the one thing that truly irritated me about 3e fighters.
Anyone else feel the same way?
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