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I think my players actually prefer a satisfying total party wipe instead of just one guy dying.

My last game session had a total party wipe, and whether they won or lost, it was one to talk about. They have a set of goggles that let them know how hurt a monster/critter is, and from there managed to figure out how many hit points it had based off the damage they were doing to it. Normally they don't bother (it's at 25% hit points, that's good), but this was a HUGE battle.

After 39 rounds of combat, it was just the Vrock against the Monk. Lucky for the Monk the Vrock only hit on a natural 20 (due to a ray of enfeeblement), but Lucky for the Vrock, due to damage reduction the Monk only did 1 or 2 hit points of damage, but most of the time didn't do any. 1 other character was dead, 1 NPC dead, the rest stabalized. It was up to the Monk to ensure their survival.

From there, the battle went on - massive number of attacks, and massive misses or next to no damage. Another 20 rounds later and the Vrock was at 1 HIT POINT, and the Monk was at 5.

5 rounds later, the Monk Lost.

While upset that they lost, they found dying from an epic battle like this was much better than dying and have the rest of the party surive.

Plus they could put all the blame on the Monk, while the Monk could put the blame on the rest of the party. ;)

Skester


I use Maptools in our game. I'd recommend it to anyone who's had their wife step on a miniature the cat knocked off the table and was impaled by it....

My players didn't like the idea of sitting around the gaming table with laptops at first. But then they tried it and are now hooked. One of the aspects they really like is individual views. And as a DM, being able to visually see the creatures near them that have a chance of hearing the PCs as they approach, or hear nearby combat, makes it a lot easier.

Paizo should put out a Pathfinder Framework for maptools. ;)

Skester


azhrei_fje wrote:

I tell the players to select their token and click Active Mods and they'll get a menu of modifiers that they can add/subtract from their PC. Once they do so it's automatic. In addition, the fact that a modifier has been applied shows up on the token when you mouseover it, so it's easy to tell which tokens have which mods but they don't get in your way when you want to look at the really nice image someone chose for their PC. ;)

(PS: This is regarding the free MapTool application from RPTools that can be used to manage encounters.)

+1 for Maptools

To start Inspiring Courage, the bard player simply clicks on the maco for "Inspire Courage". Then, each time his initiative comes up, he recieves a pop up asking if he wants to continue inspiring. When he runs out of inspires for the day, it automatically shuts off.

The macros calculate and add the appropriate bonuses.

Skester


Kilbourne wrote:
We're a group of 6 PC's in our first Pathfinder game ever, and over the course of 8 or so sessions, killed a lot of things. However, we seem to do it very very quickly. The problem we're facing is that we are either winning handily in 3 or less rounds, or we risk a TPK at round 1 and go into a full retreat.

Going into my current campaign, the PCs expressed concern over this. They wanted longer battles on average. To to to accomidate this I used the HP rules from the Beta where you add your Con to your Hit Points. I did this for both the PCs and the Monsters. In addition I gave standard monsters more HP per HD. 8 for d10, 6 for d8s, 4 for d6s. And in addition, if it's supposed to be the big oooh, ahhh creature that does take a long time to kill, I give a bonus 1 HD for Large critters, 2 HD for Huge, etc.

I also am having the PCs fight a lot of creatures well below their CR. So instead of a battle against one CR 5, I have a bunch of CR 2 creatures, with even more positioned to come help their buddies. The DM also has to make sure the creatures can hit you, but not do too much damage, but just enough to make it interesting.

And never underestimate how a bunch of little simple battles can wear a party down and make it more fun for a big battle. You don't want critters that can hit the party too hard either. I made the mistake last module and had the main opponents be ogres. The party could take them down pretty quickly, but they just hit too hard, making the adventure day too short. The current creatures I am using are actually very similar to Ogres in AC and Hit Points, but do slightly less damage (about half) and hit slightly less (but not too much less).

Skester


Thinking some more on this - an item like this should have charges per day. But I was thinking that maybe unlimited use with charges per day should be equal to 50 charges per day.

Then the total cost would be x10 - or 40,000 gold.

Definitely not a low level item.

Skester


Editing this post to make better sense.

Should a magical item that is command word activated or use-activated require either charged or Charges per day?

If so, default cost would be 5 times per day. 10 times per day would be double cost. What about unlimited - personally I say this should be the same price as 50 charges per day - or 10 times the cost.

That way you could have <insert gods name here> healing hand. A glove that casts cure light wounds (command word).

Command word item, level 1 spell, level 1 cast, body slot = 1,800 gold.

Unlimited use would be 18,000 gold.

This would not be a low level item. But for a group of decent level, with access to higher level healing spells. It wouldn't be a combat item (maybe to stabalize), and would primarily be used after combat to bring the party back up to full without wasting all the clerics spells.

This allows the cleric to save those spells for cool stuff instead. The party may not even need a cleric with one of these.

And it would cut down on the "combat, rest, combat, rest..." cycle that you can see quite a bit of.

Skester.


I also think about it like this.

It may cost less than a wand of cure moderate wounds, but it costs more than 5 wands of cure light. 5 wands - that's 250 cure light wounds. That's a lot. This basically negates the need for bookkeeping.

Skester.


This wouldn't be for a low level party. I'm thinking of allowing it just to avoid them resting after every encounter. They really have no trouble healing (they are 11th level), and this item wouldn't have much use in combat (maybe stabalize).

What it would allow is the Cleric to be more offensive (and fun to play) and not have to worry about saving all his spells to heal up the party after. Basically they'd spend 5 minutes after combat, be fully healed and continue on.

If you take the reverse spell - Cause Light Wounds - basically a touch attack that does 1d8+1 damage, unlimited times per day. That doesn't really seem like an overpowered item for 4 grand to me. Sure touch spells are a lot easier to hit with, but the damage isn't much.

Skester


Healing Shiv? lol

Gotta be careful, STR is taken into account there.

Something like this would be extremely powerful OUT of combat, but not in combat. It would basically mean that between combats, the party would be fully healed, but in combat, only at lower levels would it really do much. If a player's really hurt would you rather do a cure light, or a cure critical to keep him in the combat?

The way I'm leaning towards is something like this would make the Cleric a lot more powerful, but a lot more useful as well. You'd be able to focus on other spells besides healing, which can be a lot more fun for them.

And of course, it also allows the party to not have a cleric, if they really really wanted....

Skester


I have some house ruled fighter only feat chains for this. I don't have the feats with me but basically they go.

10' step instead of a 5' step. You stil provoke AOO though.

Partial Charge and full attack (only normal move) (BAB 6+)

Single Move and Full attack (BAB 11+)

Full Charge (2x move) and Full attack. (BAB 16+)

I found these work pretty well.

The fighter can't charge all the time of course. But when he can, it's about as effective as a mage getting off a disintegrate.

Skester


One of my guys came up with this. I'm not to sure to allow it. Am I misreading the rules, or is it "possible"

Holy Symbol of Curing.
Use-activated spell (so it takes a standard action) - Cure Light
Wounds, cast at level 1. 2000gp
No body slot affinity. x2

So for 4000 gold, you basically have an unlimited wand of cure light wounds.

Skester


Here are some of my houserules.

I know much of this has been posted and said. Just wanted to add my 2 cents in.

Weapon and Armor Proficiency:
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, scimitar, shuriken, siangham, sling, and spear. They are also proficient with unarmed combat devices/weapons such as the gauntlet, elbow/knee spikes and the toe blade.

Flurry of Blows (Ex):
Change the second paragraph to:

When using flurry of blows, a monk may attack only with weapons he is proficient in. He may attack with unarmed strikes and weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies his full Strength bonus to his damage rolls for all successful attacks, whether he wields a weapon in one or both hands. The monk can’t use any weapon other than a weapon he is proficient in as part of a flurry of blows.
Due to the fast and furious nature of the Flurry of Blows, it it harder to connect with a critical strike. All blows made with weapons, while being strong and deadly have a considerable reduction in their ability to deliver truely devastating blows. If the monk decides to use the Flurry of Blows, then all weapons have a threat range of 20, with a critical damage multiplier of x2. If a weapon has a magical ability to increase it's threat range, or the improved critical feat can be applied, then the threat range increases to 19-20. The damage multiplier is always x2 however.

** Myself, like many have always hated that the monk's special ability is limited to stereotypical "monk" weapons. This allows them to use any weapon they want with flavour, but helps to balance it out with regards to "power weapons" and the use of Flurry. Also, this way if the Monk wishes to spend a feat on a weapon, they can still use that weapon (thinking of Jet Li with a long spear).

Unarmed Strike (this is where I get booed)
I think that a Monk actually does too much DICE damage with a punch. I mean 2d10 - sure you can get 20, but you can also get 2. Average is still only 11 points per hit, and you have to rely on magic to increase this average. I know they aren't fighters, but I'd like a way to balance it more, so they aren't doing more damage than a 2 Handed Axe, but at the same time make Str not as important.

Unarmed damage
1st - 4th 1d6 damage
5th - 10th 1d8 damage
11th - 15th 1d10 damage
16th+ 2d6 damage

To balance this out:

Monk Training (Ex): Starting at 3rd level, a Monk can select one weapon type to focus in. Whenever he attacks with this weapon, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (7th, 11th, 15th and 19th) a monk becomes further trained in another weapon. He gains a +1 bonus on attack and damage rolls when using this weapon. In addition, the bonuses granted by previous weapons increase by +1 each. For example, when a Monk reaches 7th level, he recieves a +1 bonus on attack and damage rolls with one weapon, and a +2 bonus on attack and damage rolls with the weapon selected at 3rd level.
For the purposes of this ability, unarmed strikes, and the use of weapons/devices that increase unarmed strike attacks and damages are considered one weapon (unarmed attacks, gauntles, knee/elbow spikes, toe blades).

Iron Skin (EX): Instead of taking the Monk's AC bonus (Wisdom Bonus to AC, the increase every 4 levels), AND the Unarmoured speed bonus, the Monk has been trained to harden his skin and reduce the damage of blows. The monk gains Damage Reduction 2/-. This increases to 3/- at levels 5, 4/- at level 10, and 5/- at level 15.
By spending 1 point from his Ki pool, a monk can increase his DR by 2/- for one round.

Monk Feats: Like the Fighter I have some Monk Only Feats:

Improved Iron Skin
- Requires Monk Level 6, Iron Skin ability.
Increases the Monks Damage Reduction by 1.

Greater Iron Skin
- Requires Monk Level 11, Improved Iron Skin Feat
Increases the Monks Damage Reduction by 1, stacks with Improved Iron Skin.

Willow Step
- Requires Monk AC Bonus (Ex)
Increases the Monks AC by 1 if he is unarmoured and unencumbered. This feat may be taken more than once, it's effects stack. This may be taken as a Monk Bonus Feat.

Otherwise the Monk is pretty much the same.
Skester


Cerion wrote:


As much as I hate using MMO terminology, that is what I'll do (Heck, Gary Gygax uses it, so I don't feel that bad about it). The Fighter should be the tank. Right now, the class does it fairly well at low level, but at high levels, forget it.

I love the idea of them being the TANK. But I don't think more hit points is the solution if you go that route. That just puts more strain on the cleric.

Damage reduciton for physical is the way to go for that. Big hits still hurt, but little hits don't. That way after the battle you don't have to wait for 2 days for the cleric to heal.

And I know there's ways to bypass damage reduction - energy/magic, etc. But the fighter is combat, not really a magic resistance. traditionally magic has been his downfall - which is why the clerics and wizards in the group help balance him out. They should provide resistances to him (or his equipment).

I'd like to see more fighter specific feats. More options for them. I'd also like to have their bonus to AC effect their touch AC. And have a feat that gives their Shield AC bonus to their Touch, and then maybe another after that for their Armour bonus to their touch. Make them really tough to hit by touch spells. I'd also like to see feats that allow them to protect others standing next to them - give those guys their shield bonus too type deal.

Basically more defensive feats.

I don't think they should have all high saves. I wouldn't mind an ability to let them use their Fortitude instead of a Reflex save to "tough it out", but that should only work against attacks they know are coming.

Skester


Frank Trollman wrote:

So your solution to the Fighter is to give him incremental numeric bonuses until he can either kill things faster than a rogue, as fast as a rogue, or slower than a rogue. At that rate, why not just call the Rogue the "Fighter" ad downgrade the current Fighter to an NPC class?

-Frank

:D

It's more for style than anything. There's two classes out there that "cast big flashy booms that kill everything" with the Sorcerer and Wizard.

So this would be more for play style.

The Fighter - Big Tank that does lots of damage and can dish out lots of damage.

The Rogue - Can dish out a lot of damage, but can't take it. Can also dodge things really well, find and disable traps, and has lots and lots of skills to be able to do other stuff.

The Paladin - Big Tank that does lots of holy damage and can cast a few spells. Not as tough as the fighter, but tougher than Rogue. Heals and Turns.

The Ranger - This is the guy that troubles me on how to fix more. What can he do that the Rogue or Fighter can't? How do we get away from the Drizzt complex? Maybe a powerful animal companion instead of something that's left at home at higher levels cause it's dead? Or if they don't go for the powerful animal compaion, have a weapon style.

Barbarian - Lightly armoured fighter who rages. I say give an extra attack when raged, Rage per battle, get rid of the temp hit points that kill you after you finish raging, and increase the movement a bit. But that's another discussion. Personally I think Barbarian is what you should get rid of, maybe add the rage ability to Ranger if they chose not to go with the weapon style or animal companion.

Skester


How about these abilities?

Superior Charge: Just like a Pounce. The Fighter can charge and gets all his attacks.

Improved Multiattack: His number of attacks still go by his base attack bonus, but instead of taking a -5 penalty, he takes a -2 penalty.

Increased Damage: Have a couple of points where damage is treated as being a size category larger. So at level 10, that weapon does slightly more damage, and again at 15.

Damage Resistance: For every +1 the fighter gets in Armour Training, the fighter gets DR 2/-. Have another +1 for armour training at 19th level - where his DR would be 10/-. Harder to hit and takes less damage.

Overall, small but powerful changes. You add them to the existing rules and the fighter becomes more balanced.

Then a 20th level fighter would kick butt. Being able to charge and make all 4 attacks (5 if hasted), and instead of +20/+15/+10/+5 where the last two are pretty much just "lucky shots" you'd be +20/+18/+16/+14. Allow you to power attack and hit with more than just one attack. His sword, instead of doing 2d6 would do what? 2d10? (going by memory). That's really not much of an increase - 4 points on average. And he'd be able to take more hits, having a higher AC and DR/- on top of that.

Add that to the existing fighter, and that works for me. He may not be healing himself, or doing these whirlwind attacks where he can attack 50 enemies at once. He simply hits more, hits harder, is harder to hit and takes less damage. No resistance to magic, no buffing his sword, etc.

Now to fix Barbarian and Ranger... ;p

Skester


My group liked the consolidated skills, but didn't like the lack of skill points, or the getting of skills maxed out every other level. Characters quickly become good at a lot of things, and rogues become good at everything....

What I didn't like was that the character who starts out with one level of rogue and then multiclasses stays with the rogue skills maxed out throughout their entire carreer. Now instead of the dwarf trapsetter who just specializes in finding and removing traps, and takes a rogue level every once in a while to keep the skills caught up, but otherwise focuses on another class (fighter), they now need just one level of rogue and will always have maximum skills.

While the skills may not be overpowering, it just doesn't seem right to me. Why would everyone have max ranks? Where's the guy that dabbles in different knowledge skills, or just takes cook at +5 to flesh out the character - he doesn't want to be a professional chef, just decent.

I like the new skills, but we are keeping skill points in my game.

Skester


Well maybe not leap 70 feet into the air, but 20 feet should be doable.

I've never read the Tomb of Battle, so I'm not sure about anything in there. But I do believe that fighters do need fixing.

I do like the idea of the "pounce" feat being available for fighters. that would just rock. Full attack on charge. Should be high level, but would be good.

One of the things I think that fighters should also get is the ability of "toughness" - where they can use their Fortitude save instead of a Reflex save (if better). It may not eliminate the damage from the fireball, but it makes it a lot easier to take half damage. You hit them with something that is normally dodged and they just shrug it off.

Skester.


I like what Plognark said, add their bonus with their weapon groups to their CMV.

I also like the "high level feats" that add an automatic trip or overrun attack. You hit them so hard, they fall back or down. Just make it a once per round thing, otherwise with great cleave - Sauron in lord of the rings comes to mind.

Though that might not be too bad for a very high level fighter against mooks.

Some high level feats would probably benefit the fighter. With a nice set of requirements so the Fighter would pretty much be the only character able to get more than one.

Skester


Using the new Pathfinder rules, I recenly rebuilt a higher level character concept. That of a "one hit monk".

With the human "add a skill as a class skill" the 1st level monk took bluff. Then using the UA variant, took the fighter with Sneak attack instead of Fighter Bonus Feats. Then when he was able to, took assassin. The feats - spring attack.

This allows him to move/tumble into place for a flank - hit for a disturbing amount of damage, and then move out of range.

It actually works very well for him. Even has the "death touch".

I still don't like how the Pathfinder no skill points works, that put him a bit too over the top for an already over the top character.

With this build, if he had the monk movement, he'd be very, very scary.

Skester.


Strategy? What's that? ;-)

No, they still go for stategy, but it's more of a superhero turn. The fighter delays the army while the rest of the party goes after the BBEG, that sort of thing.

The strategy of the game is to have fun for me. As I said, these guys passed the level of "heroic" about 10 levels ago. Oddball stuff they come up with should be encouraged IMO.

But a lot of posts are going around about "fixing" the fighter. I posted one a while back where Fighters had talents available instead of feats, but no responses. And I see a lot of "no magic" posts as well. So I just wanted to get a feel of what people think fighters should be able to do. If they are limiting the fighter to being the "human" in a party of super-humans, or letting them attain the glory they deserve?

Skester


I like the idea of the Rogue being able to take those feats multiple times. Sure it may be a little "fighter type", but I feel it goes towards fixing Rogue to be more balanced at higher levels. Overall the power level seems pretty good, you don't have to take magic if you don't want, but if you do you can. Works for me.

Skester


Hey guys,

Just wanted to take a poll of what people think a high level fighter should be capable of. About 18th-20th level range. Just wanted to see what people general perception of a fighter are. At this level Gods owe their clerics favours, and Mages can alter reality....

So what can a fighter do? And remember that they left the heroic and entered superheroic about 10 levels ago. We are talking about Hercules, Achilles and Conan type stuff here. Their primary ability score will most likely be in the 30's, even the high 20's without magic.

Should a fighter be able to...
Wielding just a sword, no armour, face a small army of "regular warriors" (1st - 3rd level) and not only win, but have the carnage worse than when the Bride tore through the crazy 88s?

Survive being knocked off that castle floating in the clouds, fall all the way to earth and get back up again?

Not only survive that angry titan squishing him with his foot, but bench press up the foot as an act of defiance?

Jump on the back of a flying dragon, climb his way to the head and then using his strength grab onto the horns and direct the dragons path into the mountain - and survive?

Stop the tumbling boulder from squishing a now senior Indiana Jones by brute strength alone?

Using the same sword against a same strength 1st level combattant, have it do more damage consistantly?

After the Balor puts the smack down on him, get up, seemingly not that hurt and go "that all you got?"

Please give more examples.

I'd like to know where you thing a high level fighter should stand in power? If you say "no, they shouldn't be able to do that" - I'd like to know why as well.

P.S. I converted a 20th level dwarf over recently and he had over 600 hit points (more defense than offense)

Skester


In my game I have a Necromancer with a Skeletal Minion. He's not all that great, but is pretty decent at being a shield. Just can't hit all that well.

But he really doesn't have to, he's secondary.

To make him more combat "worthy" the player just needs to equip him better and boost him with spells.

The Enhance Familiar spell I ruled would work on him.

And my player "made" a spell - there was one (I think in Libris Mortis) Incoporeal enhancement - he basically made it "Skeletal Enhancment" Course one of the reasons for this was the Turn resistance.

Last game an Evil Cleric took control of Bones. Then the Evil Cleric in their party retook control of Bones. And with clerical control - it's permanent. So now unless his buddy is willing to release him, he has a minion at his disposal.

And this gives rise to another problem. For 100 gold, the Necromancer remakes a minion - a Skeleton at his Hit Dice, the Cleric then takes control again. Does the skeleton once again become 1 Hit Dice and lose all the bonuses? Or does the Cleric gain a more powerful follower. While it's really not that powerful (it's more convienent to have a human sized skeleton than a troll skeleton follow you around), it's an easy way for them to gain decent hit point shields. I don't have an issue with the power, I'd rather them have skeletons than wights or shadows, but it just seems to screw the Necromancer when all of a sudden he loses control of his undead.

Skester


I can't see any Intelligent undead permanently being CONTROLLED by an cleric. Especially when you talk about high level undead such as a Vampire or a Lich. Under the current rules, it is possible to gain control over high level, powerful undead.

They meet a lich, the cleric gains a new follower. Oh geeze, battle over.

For intelligent undead I was thinking of it being more along the lines of a permanent charm (after the battle, during they can have control). So that while the vampire may not view you as a meal, your companions are another story. It's so complicated, it's hard to say what to do. Will saves per day to break the effect? Argh! I hate control undead!

Hey, maybe give the Necromancer the ability to control undead as a cleric. :D

Skester


Here's the situation. I recently added on the Pathfinder rules to my game. Before that I wasn't even using the Control Undead rules because I wanted to avoid this.

One of my players is a Necromancer - speciality wizard using the Unearthed Arcana option to get a Skeletal Minion. Basically a buffed skeleton with hit dice equal to his level. Well, during the final battle this weekend the Evil Cleric they were fighting took control of "Bones" and had him start attacking the party.

According to the rules, the Necromancer has no way of getting control back - maybe via the Control Undead spell, but that's not permanent cause this guy is Intelligent. Well, I guess it would end with the death of the BBEG.

Now this is where it becomes even stickier. The party Cleric, also Evil then took control of the skeleton from the BBEG.

Bones only gets one save? Any intelligent undead (wights, etc) would only get one save - not one save a day? And basically he's a permanent cohort now (okay doesn't gain levels, but still). So the party's evil cleric now has control over the party's necromancer's minion permanently unless he give him up?

I'm just trying to get the rules for creating and controlling undead straight in my mind. I don't want the Necromancer to be creating lots of undead only to have the cleric take them away from him (though I am sure they may try that to get their own little army).

And I also want to avoid the situation where The necromancer is creating fairly powerful skeletal minions only to have the cleric steal them.

Skester.


ledgabriel wrote:
David Foster wrote:


Rogues got all sorts of spell-like abilities added to their repretoire.
I personally hated it, why does it HAVE to be the Arcane Trickster style, what if I don´t want my Rogue to be a spellcaster, I´d have to multiclass then??

You don't have to take any of the spell like abilities. There area plenty of rogue talents you can take that don't have anything to do with spells.

What I would like to see is Skill Focus added to the list.

And maybe a Talent that adds the Trap Sense bonus to their search rolls for traps - a lot of rogues that I've seen tend to have a higher Int than Wis, so they lose a few points with regards to searching.

Or a talent that allows the detection of traps within 10 feet, like the elf and secret doors.

SKester


I've read a lot of posts about how a fighter isn't good enough at high levels. Myself and my players all agree. The fighter should have a number of abilities unique to fighters only that are just based off of their battlefield prowess. A lot of you may or may not agree with this, but here is a rough, rough draft of what I'd do to fix it. A 20th level fighter should own his opponents in combat.

Level Special

1 Bonus Feat
2 Bonus Feat
3 Armour Training
4 Fighter Lesser Ability
5 Weapon Training
6 Fighter Lesser Ability
7 Armour Training
8 Fighter Lesser Ability
9 Weapon Training
10 Fighter Ability
11 Armour Training
12 Fighter Ability
13 Weapon Training
14 Fighter Ability
15 Armour Training
16 Fighter Major Ability
17 Weapon Training
18 Fighter Major Ability
19 Armour Mastery
20 Fighter Major Ability

Armor Training (Ex): Starting at 3rd level, a fighter gains added protection from the armor he is wearing. Whenever he is wearing armor, he gains an additional +1 armor bonus to his armor class and he reduces the armor check penalty by 1 (to a minimum of 0). This armor class bonus applies to the Fighters Touch AC as well. Every 4 levels thereafter (7th, 11th, 15th and
19th), a fighter gains even more protection, increasing these bonuses by +1 each time, for a total of +5 to armor class at 19th level, with a –5 reduction to the armor check penalty. These bonuses apply even with the fighter is flat footed or denied AC, but not when helpless or unconscious.

Fighter Lesser Ability

Shield Specialization: When a fighter uses any type of shield the shield provides added protection. The fighter gains an additional +1 shield bonus to his armor class and he reduces the armor check penalty by 1 (to a minimum of 0).

Shield Defense: The Fighter shield bonus is added to the fighters touch armor class.

Truly Intimidating: As a move equivalent action, the fighter may make an intimidation check against all opponents currently threatened by the fighter. If he succeeds, all opponents threatened by him must attack the fighter the following round, ignoring other opponents as they see the fighter as the biggest threat.

Armour Mastery (Ex): The fighter gains DR 1/- for every level of Armor Training he possesses (DR 1/- at level 3, 2/- at level 7, 3/- at level 11, 4/- at level 15 and 5/- at level 17).

Weapon Expertise: Any weapon the fighter has a bonus with Weapon Training in does increased damage by one step. 1d4 becomes 1d6. 1d6 becomes 1d8, 1d8 becomes 1d10, etc.

Damaging Attack: The Fighter may ignore the first 5 points of DR by an opponent.

Bonus Feat: The fighter may take a Fighter Bonus Feat

Fighter Abilities

Shield Specialization II: Requires Shield Specialization. When a fighter uses any type of shield the shield provides added protection. The fighter gains an additional +1 shield bonus (for a total of +2) to his armor class and he reduces the armor check penalty by 1 (for a total of 2, to a minimum of 0). In addition, as a move equivalent action, the fighter may provide additional protection to an ally in a 5 foot adjacent square, providing the shield bonus to the allies AC in addition to his own. If the ally has an existing shield bonus, take whichever one is higher. The fighter can only protect one such ally a turn.

Armor Mastery II (Ex): Requires Armor Mastery. The fighter gains DR 2/- for every level of Armor Training he possesses (4/- at level 10, 6/- at level 11, 8/- at level 15 and 10/- at level 17).

Truly Intimidating II: Requires Truly Intimidating. As a move equivalent action, the fighter may make an intimidation check against all opponents currently threatened by the fighter. If he succeeds, all opponents threatened by him must attack the fighter the following round, ignoring other opponents as they see the fighter as the biggest threat. In addition, all those that failed their save are Shaken for 1 round + Chr modifier in rounds.

Powerful Strike: Requires Power Attack: Once per round, you can try a free trip attack on any opponent you do damage to with a Power Attack.

Shrug it off: As a full round action, the fighter shrugs off damage that would fall a lesser mortal. He heals ½ his hit points and makes a free intimidation check against all opponents who see him do so. Any opponents that fail are Shaken for 1 round plus the fighters Charisma modifier in rounds. The fighter may do this 1/day.

Retributive Strike: Designate an opponent that has damaged you. On your next attack if you hit you automatically deal double damage to that opponent.

Retalitory Strike: Requires Retributive Strike: Once per round, when an opponent successfully hits you, you receive an automatic attack of opportunity against the opponent.

Opportunistic Strike: 5 Foot steps made within your threatened area provoke an attack of opportunity by you.

Just that good: Once per round, you may make a free attack against an opponent who’s CR is less than or equal to half your level. This bonus attack takes place during your standard attack action.

Weapon Expertise II: Requires Weapon Expertise. Any weapon the Fighter has a +2 bonus or higher with Weapon Training has its damage increased by two steps. 1d4 base becomes 1d8, 1d6 becomes 1d10, 1d8 becomes 1d12.

Damaging Attack II: Requires Damaging Attack. The fighter may ignore the first 10 points of DR by an opponent.

Fighter Bonus Feat

Fighter Major Abilities

Shield Specialization III: Requires Shield Specialization II. When a fighter uses any type of shield the shield provides added protection. The fighter gains an additional +1 shield bonus (for a total of +3) to his armor class and he reduces the armor check penalty by 1 (for a total of 3, to a minimum of 0). In addition, as a free action, the fighter may provide additional protection to an ally in a 5 foot adjacent square, providing the shield bonus to the allies AC in addition to his own. If the ally has an existing shield bonus, take whichever one is higher. The fighter may only protect one such ally a turn.

Armor Mastery III (Ex): Requires Armor Mastery II. The fighter gains DR 3/- for every level of Armor Training he possesses (12/- at level 15 and 15/- at level 17).

Armor Mastery IV (Ex): Requires Armor Mastery III. The fighter gains DR 4/- for every level of Armor Training he possesses (20/-).

Sweeping Blades: Requires Mobility: The fighter may make a charge attack, running his full distance. He attacks everything along his path that he would threaten with a charge attack and does not provoke an attack of opportunity.

Panther Like Reflexes: Requires Opportunistic Strike. Attacking you in hand to hand provokes an attack of opportunity by you against the opponent.

Battlefield Presence: Once per combat, the fighter may make an intimidation check against all opponents that can see him. Opponents that are intimidated are unable to act for 1 round except to defend, and are shaken for 1 round + charisma modifier in rounds.

Battle Master: Requires Great Cleave. During your attack, you receive a free attack against any opponent you threaten whose CR is equal to or lower than ½ your level.

Weapon Expertise III: Requires Weapon Expertise II. Any weapon the Fighter has a +3 bonus or higher with Weapon Training has its damage increased by three steps. 1d4 base becomes 1d10, 1d6 becomes 1d12, etc.

Damaging Attack III: Requires Damaging Attack II. The fighter ignores Damage Reduction.

Fighter Bonus Feat

What do you think? *ducks behind cover*

Skester


With the upcoming book, I can't wait to take a look at the Monk class. Being a huge fan of the chinses martial arts movie genre, I've always had a problem with the Monk class. It just seemed to lack the versatility and playstyle I was hoping for. Where are the Monks who use the Sabre, Straight Sword or Spear? What about the fantastic acrobatic displays - sure you can move super fast and tumble past your opponents, but what if you want to leap up on that 10' wall? The large damage dice that a high level monk could deal just seemed like an overcompensation for the lack of cheaper magical items that could give them combat bonuses.

Then there's martial arts (via feats) vs the Monk. I like the idea of the Big Half Orc Fighter specializing in Martial Arts, doing massive damage with his fists (Light Armour training, Close weapon group) Two Weapon Fighting feats, Improved Trip, Improved Grapple, etc, just pounding away doing impressive damage.

Or the Rogue Martial Artists, tumbling around his opponent, using his magic spell ability to cast Jump and be able to leap small buildings, and just using improved feint to do that one attack that does massive sneak attack damage.

So my question is, if you add Martial Artist Feats, is the Monk really needed? Can what you are looking for be simulated with other classes and multiclassing?

For the most part I think it can. The only thing I see missing is the unarmoured AC bonus from wisdom and a few things of flavour. If the monk class stays, how can it be improved? How can we add flexibility?

And if we go the way of Martial Arts feats, what should they be like?

Should they start out as a 1d4, then goto 1d6 then 1d8 in a feat chain? Should they allow full damage on the off hand when using two weapon fighting? How about allowing the "shield" bonus with two weapon fighting? What about gauntlests or other items (monk's bindings around the hands and feat) that allow magical bonuses?

What are your thoughts?

Skester.


The new Turn Undead rules.... (I appologize if I'm babbling, I've been working for 24 hours)

If you are playing a nice heroic good vs evil campaign, it's a nice change I'll admit. The cleric gets the ability to do a mass heal, and damage undead all in one shot. The cleric bad guys become all the more powerful and menacing, great for a BBEG.

Unfortunately that's not the type of campaign I'm running right now.

So I have to look at the Rebuke undead rules.

The Necromancer who is healed by negative energy and his Skeletal Minion would love this (but not being damaged by positive, he'd probably die), but the tank and rogue wouldn't be too fond of it. And the cleric feels it would draw to much attention to him. He likes being away from the center of attention, and while it's a useful ability, it's not something that he'd really use all that often.

And besides, the number of low level spells have been reduced because of it.

So what I've done is allow good clerics to Turn undead, and Evil Clerics to Rebuke or Bolster undead.

Turning works as before, but only damages undead. No positive energy burst for healing.

For the Evil, I've given the ability to either Rebuke or Bolster.

Rebuking/Bolster Effects
Evil clerics have the choice to either Bolster or Rebuke undead. When you bolster undead, you unleash a wave of negative energy in a 30-foot burst. All undead creatures in this radius heal 1d6 points of negative energy damage plus 1d6 points of negative energy damage for every two cleric levels you have attained beyond 1st (1d6 at 1st level, 2d6 at 3rd, 3d6 at 5th and so on). Hit points above the undead’s total are lost. You can choose whether or not to include yourself in this effect. Undead who would be healed above their total hit points by this effect must make a Will save or fall under your command. A cleric can command any number of undead whose total Hit Dice do not exceed his level. Clerics can relinquish control of undead to gain control of new undead. Commanding undead is a standard action that can be given to any undead within line of effect.

Rebuking undead unleashes a wave of unholy energy which causes unallied undead to become shaken for 1d4 rounds + your Charisma modifier unless a will save is made. The DC of this save is equal to 10 + 1/2 your cleric level + your Charisma modifier.

So if they are fighting a bunch of undead, too many to control (hopefully), then the cleric can still do something to then, even if he can't damage them. I'm going to try this out next game. This way he can take control of one Wight, and still have an effect on the rest without healing them.

Skester