A new Fighter mechanic that takes advantage of feats...


New Rules Suggestions


It seems like the main focus for the fighter is that he has a lot of feats for combat options. The thing is, everyone is getting more feats faster. 10 character feats, plus 11 fighter feats ends up being 21 feats total for the Fighter aswell.

Any Fighter focused in a combat style will have extra feats laying around, even with the additional feats in splatbooks and the alpha 2 pdf.

For a different mechanic that uses the excess feats, the Fighter could automatically gain an ability, function, or bonus based on a series of feats he has. This mechanic is in a lot of non-D&D d20 stuff (like a fighting styles type of thing).

Basically you'd set up "Combat Styles" similar to Domains or Magic Schools, where you gain bonuses at set levels, only instead of picking these at first level, as long as you keep getting the prerequisite feats you gain further abilities.
This can also open up valid combat options for normally weak feat combinations (unarmed combat feats, twohanded + twoweapon or ranged, etc).

Since they will be feat intensive, the Fighter would likely be only capable of qualifying for the bonuses from one or two styles.

So something like the following:

All Out Brawl
Your continued training in varied combat expertise allows you to use all weapons at your disposal, and to greater effect.

Related Feats: Improved Unarmed Strike, Weapon Focus (any except unarmed), Dodge, Mobility, Spring Attack, Two-Weapon Fighting, Deft Shield, Shield Slam, Shield Master

Level - Feats Required

2nd - Two feats - After a successful unarmed strike, you gain a +2 to any combat maneuver you attempt against that target. This bonus only applies to your next attack as long as it's made before the end of your next turn.

6th - Four feats - When making a full attack action with a weapon or shield, make an additional unarmed strike attack at your highest attack bonus. Apply only 1/2 strength damage to this attack.

11th - Six feats - Once per round, if you successfully land two consecutive attacks with two different attack modes (unarmed, shield or weapon), you can make a free combat maneuver against that target. This attack is made at your base attack bonus -3 and does not provoke an Attack of Opportunity (as if you had the Improved feat with an iterative attack).

16th - All feats - As long as you make at least one attack with each attack mode (shield, unarmed and weapon), and strike at least two different targets, you may make a full attack action during the movement of your spring attack. All other restrictions to Spring Attack still apply.

This would be an example of making an assorted set of feats that might not necessarily fit together work for you. Other styles could simply expand upon a certain focus (like the TWF chain, granting additional damage or attack options or bonuses).

There will always be some overlap in feat requirements between these styles, so it's quite possible to build a Fighter than can take advantage of more than one style. Also, you could build your focused Fighter asap, but when you run out of feats you "need" to get, and dabble in a few outside the field, you can open up new avenues of combat styles.

If this is too strong to have all at once, you could go the ToB Stance route, and simply say that you have to be "in that combat stance" to get those benefits, change as a swift action (so once per round, etc) to switch to a different stance.

Overall, I it would add combat functionality to the feat choices made, gives your build more flavor beyond a "focused build" or a random bunch of feats, keeps the versatility concept of the class, and gives something unique for Fighters.

Oh, and I'd add this mechanic to the current alpha 2 fighter's abilities. He needs something on top of the training and masteries to compete.

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