alexanderb's page

113 posts. No reviews. No lists. No wishlists.



1 person marked this as a favorite.
Ascalaphus wrote:

Okay, let's identify which classes we're talking about, and what to do about it.

Fighter
Fighters are okay at fighting. The problem with fighters is that they can't do enough outside combat. So let's do something about that:


  • 4+int skills or even 6+int skills.
  • More class skills; at least Acrobatics, Diplomacy, K(local, nobility, history), Perception and Sense Motive. That gives you a more well-rounded warrior.
  • Perhaps also a choice to gain either Will or Reflex as a second strong save.

Monk
The big problem with monks in core is a disconnect between their presentation as a high-mobility class along with needing a full attack to really function. A good solution would be to use the Unchained Monk; that'll get you up and running without anything else.

If that isn't an option, then you could grant monks the benefits of Flying Kick as soon as they get Fast Movement. That at least gets them started.

Finally, you might want to exempt them from the "end your turn" clause on Dimension Door when they use Abundant Step.

Rogue
Just use the Unchained Rogue. Or at least the Finesse, Dex to damage and debilitating injury abilities. That way, a rogue doesn't pay a Finesse feat tax to have a chance at hitting and AC at the same time; and the debilitating injury gives the rogue more tactical stuff to do.

Looking at the Unchained classes, it looks like these are drop-in-replacement-friendly for the Core Rulebook. I might just print those from the d20pfsrd, and tell people to use them. :) Thanks a lot for the suggestions!