Help – What else should any fighter be able to do?


Homebrew and House Rules


One thing I do like about the PF fighter is that its class abilities are generic and customizable to the point that nearly any fighter concept is possible.

With that said, I do want to give my fighters something more. It must be in an area different from what he can already do, namely weapons and armor. So I'm thinking of expanding on the concept of Bravery at 2nd level. I think adding a class ability that addresses a fighter's state of mind could be broad enough to work with just about all archetypes.

So here's the idea (please keep in mind that all of this is a work in progrss so likely isn't entirely fleshed out or balanced yet as I'm still brainstorming) Change Bravery to an ability called Courage. All fighters possess the "mental or moral strength to venture, persevere, and withstand danger, fear, or difficulty." But it can manifest in any given fighter in various ways. So for example, Bravery would be just one form of Courage. As he levels up the fighter would have access to other ways to display his courage, sort of like a barbarian gains rage powers, a rogue gains talents, or how a paladin gains new ways to use his mercy ability. Follow so far?

Ok then, so here are some ideas I've come up with:
1) Athletic Burst – +1 bonus to Acrobatics checks made to jump, Climb, and Swim checks (+2 at 6th, +3 at 10th, +4 at 14th, +5 at 18th); times/day = Str mod.

2) Bravery – +1 on saves vs. fear (+2 at 6th, +3 at 10th, +4 at 14th, +5 at 18th)

3) Indomitable Fortitude – don’t fail Fort saves on a 1; may re-roll a failed save vs. sickened/nauseated conditions on the following round

4) Mighty Parry – you may forgo one melee attack in your turn to negate an attack by a foe 2 or more sizes larger by making an attack roll; if you beat the target’s attack roll, the attack is negated

5) Resolute Will – +1 on Will saves vs. enchantments & compulsions (+2 at 6th, +3 at 10th, +4 at 14th, +5 at 18th)

6) Stalwart Ally – when an opponent you threaten attacks an ally, you can give up one of your attacks of opportunity to make a melee attack roll. If it hits, you do no damage, but you grant your ally a +1 bonus to AC vs. that attack (+2 at 6th, +3 at 10th, +4 at 14th, +5 at 18th)

7) Tenacious Vigor – when less than ½ total hp, gain temporary hp = fighter level + Con mod; 1/encounter

8) Unyielding Stand –as a move action add ½ fighter level to CMD vs. bull rush, grapple, overrun, trip attempts

I'd like more ideas. What ideas can you come up with for the fighter class to exhibit his Courage? Keep in mind that I'm not looking for any abilities that "if x, then you do more damage or hit better or have better AC." The goal is to give the fighter a diversity of options beyond his choice of feats and make him more interesting. They don't even need to be combat related.

Also, I'm wondering how to implement it mechanically. Starting at 2nd level and gaining a new courage ability every 4 levels thereafter (for a total of 5 courage abilities) is where I'm at, at the moment. The mechanic should keep with being compatible with the APG too (essentially, the alternate class features in that book would simply replace the first courage ability the fighter gets).

Thanks in advance.


I always believed since pathfinder was released, that the fighter should have received Mettle, the ability to negate partial effects from passed fort or will saves.


WarColonel wrote:
I always believed since pathfinder was released, that the fighter should have received Mettle, the ability to negate partial effects from passed fort or will saves.

Hmm. From the hexblade class feature right? Maybe replace my Indomitable Fortitude with Mettle, since they are similar.


Anthony -- I can email you the fighter class I rewrote, with his large selection of talents, if you like.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Or just upload it to the group. I need to change out the old files for the new anyway.


Kirth Gersen wrote:
Anthony -- I can email you the fighter class I rewrote, with his large selection of talents, if you like.

That would be great! Very interested in what you've come up with. Really interested in rounding out the fighter class.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

These files are out of date, but should give you an idea.


TriOmegaZero wrote:
These files are out of date, but should give you an idea.

Thanks, TOZ! Anthony -- just scroll down to "Kirth Fighter."

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

I'm not doing much of anything right now (should be prepping for tonights game XD) so I'll swap out the files for the updates you gave me before.


TriOmegaZero wrote:
I'm not doing much of anything right now (should be prepping for tonights game XD) so I'll swap out the files for the updates you gave me before.

Or just hold off a couple months. Like I said, I hope to have Version 2.0 up and running by 2011.


How about being able to use a move action to force anyone attacking an ally within reach of your weapon to attack you instead?

How about an ability which gives you a +5 to you reach - simulating superior combat movement?

I believe at 10th level and higher, the Fighter should be distinguishing himself by his superior ability to lead others in combat (ala the Marshal) and he should be good enough at this that he remains power-wise equivalent to the Wizard. At least, one of the two classes (Barbarian or Fighter) should distinguish himself by leading others while the other class should be distinguishing himself in one-on-one combat.

Liberty's Edge

LilithsThrall wrote:

How about an ability which gives you a +5 to you reach - simulating superior combat movement?

Lunge (Combat)

You can strike foes that would normally be out of reach.
Prerequisites: Base attack bonus +6.
Benefit: You can increase the reach of your melee attacks
by 5 feet until the end of your turn by taking a –2 penalty to
your AC until your next turn. You must decide to use this
ability before any attacks are made.


Kirth, TOZ. Thanks for the info. Will look at it for ideas as soon as I can.


LilithsThrall wrote:

1 How about being able to use a move action to force anyone attacking an ally within reach of your weapon to attack you instead?

2 How about an ability which gives you a +5 to you reach - simulating superior combat movement?

3 I believe at 10th level and higher, the Fighter should be distinguishing himself by his superior ability to lead others in combat (ala the Marshal) and he should be good enough at this that he remains power-wise equivalent to the Wizard. At least, one of the two classes (Barbarian or Fighter) should distinguish himself by leading others while the other class should be distinguishing himself in one-on-one combat.

On the 1st point, I can see a courage related ability that would do such a thing, but I'd want it to encourage the opponent to attack you, vs. forcing him to. I actually worked on a taunting feat that was meant to do this. There's a thread somewhere here in the homebrew forum. However, what about turning the idea around? Instead of forcing someone to attack you, you intercept the blow instead?

On the second, that doesn't ring as courageous to me. I see that as more of a feat thing.

On the third, that type of power would fit great as a courage styled power. Not sure how to implement it though and not step on any other class's toes (like the bard).


Battle Shout once per encounter you can encourage your allies to push a bit harder, allowing them a +1/courage lvl to hit/damage

Tactician once per encounter aid your allies by giving them +1/level to Ref/Fort/or Will saves that lasts for +1/rounds


LilithsThrall wrote:
How about an ability which gives you a +5 to you reach - simulating superior combat movement?
Kirth Gersen wrote:

THREAT ZONE (Advanced Fighter Talent)

Prerequisites: Dodge feat, Acrobatics 1 rank.
Benefit: Through training, your awareness and mobility in a small area have expanded considerably. The area you threaten increases by 5 ft. in all directions. This does not mean that the length of your weapon or arms increases; instead, it assumes that you are able to instantaneously move out of your square in order to make an attack of opportunity in the expanded area (and then automatically return to your square upon completion of the attack). This movement does not count against any movement you are normally entitled to, but any obstruction to that movement also obstructs your threat zone. This free movement does not provoke attacks of opportunity if your threat area overlaps with area that one or more opponents threaten.
Special: This advanced talent can be taken more than once; the effects stack. Each time it is selected, the requisite number of ranks in Acrobatics increases by 2.

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