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I agree


Squirrelloid wrote:
ecobos wrote:

Deja Vu again.

Unite armor and weapon training into a single Combat bonus at 4th,8th, 12th, 16th, 20th.
This bonus applies to CMB, all weapons hit and damage, armor class, max dex bonus and skill check penalty.

Its only deja vu when you post relatively identical text to a previous post =)

Hmmm.. the bonus to CMB might be warranted, but I'd almost rather handle that separately, possibly as a feat, since not every fighter is going to specialize in combat maneuvers. (And by specialize I mean be able to trip a cloud giant and the like - something they currently need serious help with).

The point is that the fighter shouldn't be an specialist, but rather an steady and reliable generalist that can handle most combat situations. I think they also shouldn't be tripping cloud giants, but still be tripping dwarves without any effort.


You should check the Fighter Redesign thread


Deja Vu again.

Unite armor and weapon training into a single Combat bonus at 4th,8th, 12th, 16th, 20th.
This bonus applies to CMB, all weapons hit and damage, armor class, max dex bonus and skill check penalty.


Fighter skills are now not as limited because the cross class skills are 1 rank per level.
So any fighter can have a high bluff or stealth
Also note the armor trining reduces armor check penalty so a 14 dex fighter could go +7 stealth at 8th level wearing a MW full plate or a 10 cha fighter could have +8 in bluff without any feats or magical enhancements.


1. The fighter should be valuable because of his or her class abilities and not because of his or her equipment.
2. The fighter should also be useful out of combat.
3. The fighter should never just panick and run away from combat.

After thinking this over I suggest:
1. Change the "weapon trainging" to give a bonus to all weapons and not just a group of weapons. This provides versatility to the fighter and allows to use a wider array of weapons as you find them and let's you switch from melee to ranged easily.
This is "unique" because there is no other nonmagical always on combat bonus provided by any other class. And there's no need for extra dice rolls.

2. Add diplomacy, and some more knowledges and skills 4+Int.
Remember under the new skill system cross class skills are boosted so 6+Int would be too much.

3. Change "bravery" to: If a fighter is panicked or cowering, the fighter is just shaken instead or A fighter is immune to fear.
All these changes are very easy to implement in the current Paizo fighter.


I think fighters should have unique class abilities that don't require the player to choose but provide versatility without adding complexity.
A bonus to hit and damage with all weapons is very simple but gives many options to the fighter. E.g. a fighter may switch weapon and combat style, melee to ranged, two handed, one handed, two weapons without sacrificing damage potential even from round to round.


I think an intermediate ST should be 1/2 level. That means a good ST -2
Since most special abilities have a DC of 10+1/2 HD + Relevant Ability bonus.


1. The fighter should be valuable because of his or her class abilities and not because of his or her equipment.
2. The fighter should also be useful out of combat.
3. The fighter should never just panick and run away from combat.

After thinking this over I suggest:
1. Change the weapon trainging to give a bonus to all weapons and not just a group of weapons. This provides versatility to the fighter and allows to use a wider array of weapons as you find them.
2. Add diplomacy, and some more knowledges and skills 4+Int.
3. Change bravery to: If a fighter is panicked or cowering, the fighter is just shaken instead or A fighter is immune to fear.


I've been reading some posts out there and thinking about this for some months. I've also done some playtesting and I have come to this:

1. The fighter should be valuable because of his or her class abilities and not because of his or her equipment.
2. The fighter should also be useful out of combat.
3. The fighter should never just panick and run away from combat.

In order to do that.
I suggest:
1. Instead of weapon focus/specialization feats
Skill at arms: A competence bonus to hit and damage at 2,5,8,11,14,17,20 so he or she is still a threat with a simple club or dagger at any level.
Half DR: The fighter is able to bypass enemy defenses by finding weak spots. At level 10 the enemy's DR is reduced by one quarter regardless of being extraordinary or supernatural. At level 15 the enemy's DR is reduced by half.
AoO: At level 7, enemies provoke AoOs as if they were unarmed unless they have weapon focus for the given weapon or natural weapon or uncanny dodge. At level 14 all enemies provoke AoO as if they were unarmed unless they have uncanny dodge or 4 fighter levels.
Quick attack: At level 9 a fighter may make an extra attack at -8 penalty as a free action once per round and only in a round he or she doesn`t use a full attack. The penalty is -4 with a light weapon or a crossbow and -12 with a two handed weapon.
Block:A fighter has a 10%+1%/level chance to block every enemy attack with a weapon or a shield. If the attack is blocked it targets the weapon or shield used to block it instead negating any critical hits and dealing damage to the weapon and shield as a sunder attack, any excess damage is dealt to the fighter and the weapon or shield may be destroyed. Ranged attacks can only be blocked with a shield. A tower shield or a rapier grants a +10% bonus, these bonuses do not stack. Any condition that negates dex bonus to armor class also negate this ability.

2. Add diplomacy, knowledge(History, local, nobility and royalty), profession(sailor, navigator) and use rope. Also add the logistics ability to increase the party's or the army's overland speed at level 10.
3. Bravery: A fighter never panicks or cowers, any time he or she would panick or cower, he or she is shaken instead. Being brave is not just not being afraid, but facing your fear.