What should high-level non-casters be able to do?


Pathfinder First Edition General Discussion

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If I could rewrite the fighter class, I'd make feats like Improved Trip and Improved Disarm and Sunder, etc. part of the weapon itself.
Rather than take the feat Improved Disarm in, say, tonfa, you'd take master weapon proficiency in tonfa and, thereby, get Improved Disarm with that weapon for free.
Also, instead of having magic weapons, I'd give martial classes the bonuses. That way, instead of having a particular +5 long sword, they could pick up any weapon and it'd be +5. Don't have a weapon? Pick up a stick and you've got a +5 club.

A fighter would, especially at high levels, have master weapon proficiencies in a -lot- of weapons.

The fighter would get the same number of feats they get now, but wouldn't use them to learn stuff like Improved Disarm. They'd use them to learn weapon styles (two weapon fighting and 'sword and board', for example,) and stances. Both weapon styles and stances would scale with BAB.

Space requirements would be in the game, so that a person can't use a claymore in a tight area, but must use a dagger or the like instead. Since martial classes would have a ton of master weapon proficiencies and most current bonuses wouldn't be tied to a particular weapon, a martial class could easily use the best weapon for the job at hand.

Incidentally, in addition to Improved Disarm and Improved Trip and so forth being part of the weapon, weapon types might have additional abilities as well, like extra attacks (the rapier may grant extra attacks), bonuses to hit, and bonuses to initiative (which the dagger may get).


More or less the stuff in tome of battle. Maybe tweak the actual mechanics, but my answer to the OP's question is 'That stuff' while pointing at the Book of Nine Swords.


Space requirements would be in the game, so that a person can't use a claymore in a tight area, but must use a dagger or the like instead. Since martial classes would have a ton of master weapon proficiencies and most current bonuses wouldn't be tied to a particular weapon, a martial class could easily use the best weapon for the job at hand.

-You still run into the problem of WBL in that every +1 dagger a fighter hangs onto is less cash towards his next + on the weapon he uses 99% of the time.


BigNorseWolf wrote:


-You still run into the problem of WBL in that every +1 dagger a fighter hangs onto is less cash towards his next + on the weapon he uses 99% of the time.

It really irks me when people respond to something I've written without actually reading what I've written.

Tell me, just how expensive is a mundane dagger? That's all the fighter would have to buy since the +1 is something that'd be coming from the fighter himself, not the weapon. As I wrote,

Liliths Thrall wrote:


instead of having magic weapons, I'd give martial classes the bonuses. That way, instead of having a particular +5 long sword, they could pick up any weapon and it'd be +5. Don't have a weapon? Pick up a stick and you've got a +5 club.

Liberty's Edge

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LilithsThrall wrote:

If I could rewrite the fighter class, I'd make feats like Improved Trip and Improved Disarm and Sunder, etc. part of the weapon itself.

Rather than take the feat Improved Disarm in, say, tonfa, you'd take master weapon proficiency in tonfa and, thereby, get Improved Disarm with that weapon for free.
Also, instead of having magic weapons, I'd give martial classes the bonuses. That way, instead of having a particular +5 long sword, they could pick up any weapon and it'd be +5. Don't have a weapon? Pick up a stick and you've got a +5 club.

A fighter would, especially at high levels, have master weapon proficiencies in a -lot- of weapons.

The fighter would get the same number of feats they get now, but wouldn't use them to learn stuff like Improved Disarm. They'd use them to learn weapon styles (two weapon fighting and 'sword and board', for example,) and stances. Both weapon styles and stances would scale with BAB.

Space requirements would be in the game, so that a person can't use a claymore in a tight area, but must use a dagger or the like instead. Since martial classes would have a ton of master weapon proficiencies and most current bonuses wouldn't be tied to a particular weapon, a martial class could easily use the best weapon for the job at hand.

Incidentally, in addition to Improved Disarm and Improved Trip and so forth being part of the weapon, weapon types might have additional abilities as well, like extra attacks (the rapier may grant extra attacks), bonuses to hit, and bonuses to initiative (which the dagger may get).

Even with the "magic" power of the weapon coming from the fighter and not the weapon, a lot of people will still stick with one weapon.

"I have specialized in XX, I will use XX, it should always work perfectly in every circumstance."

In theory Weapon training should have made switching weapons less of a downgrading, in practice a lot of people see it as a way to get a further bonus to their preferred weapon.

It seem you want two different things, on one hand a specialization more similar to that of the D&D basic/expert/companion/master series, were different grades of specialization unlocked different bonuses and applicabilities for the weapons, on the other hand you want to make the fighter capabilities more independent from the weapon he use.
It is hard to conciliate the two things.

This thread is problematic.

On one side part of the requests are reasonable, on the other people are disregarding the simple fact that warrior types already do most of the damage in game.
Increasing the quantity of damage they do don't seem to be the solution. It will end getting the opposite results I think. Spellcasters will specialize ever more in save or sucks or save or die spells and battlefield control spells.
Net result? It the warrior type get his hands on a target it die. The spellcasters avoid getting hit all ways possible as it mean to be dead.
So we get frustrated warriors because they can't bring the smack to the caster and frustrated casters because they will have to burn all their resources to avoid being killed. In practice an exasperation of the already existing situation.

So giving warrior types more movement/action options that don't directly increase the damage they deliver? Probably it could be a solution, but then the more DPS group will still be displeased.

Earthdawn had some interesting idea on how to give warrior type semi magical powers while keeping them thematically acceptable.
maybe something like a cross between that and the monk could be a solution.


Diego Rossi wrote:

Even with the "magic" power of the weapon coming from the fighter and not the weapon, a lot of people will still stick with one weapon.

"I have specialized in XX, I will use XX, it should always work perfectly in every circumstance."

Not a problem. I'd go so far as to give fighters the option of having signature weapons - not just any long sword, but this particular long sword which has been in my family for generation. That doesn't negatively impact what I've been talking about.

But that's a roleplaying decision whose only ikmpact on the character is not having access to certain feats which aren't built into the weapon type used. Further, as the magic is part of the fighter, he doesn't have to worry about the magical bonuses of such a signature weapon not keeping up with him as he levels.

Diego Rossi wrote:


In theory Weapon training should have made switching weapons less of a downgrading, in practice a lot of people see it as a way to get a further bonus to their preferred weapon.

Under my system, there's no further bonus available to get.

Diego Rossi wrote:


It seem you want two different things, on one hand a specialization more similar to that of the D&D basic/expert/companion/master series, were different grades of specialization unlocked different bonuses and applicabilities for the weapons, on the other hand you want to make the fighter capabilities more independent from the weapon he use.
It is hard to conciliate the two things.

Not a big deal since what is being removed is dependence on a particular weapon (except for the option of the signature weapon mentioned above) in place of entire weapon categories.

Diego Rossi wrote:


Increasing the quantity of damage they do don't seem to be the solution.

I agree.

Diego Rossi wrote:


So giving warrior types more movement/action options that don't directly increase the damage they deliver? Probably it could be a solution,

I disagree. You don't want to steal the monk's stuff either.


Enchanter Tom wrote:
Without, y'know, casting spells.

They should get to choose from among numerous over the top abilities which suit their character.

Basically like "mega-feats".

The kind of stuff Barbarians can get is a good example.
I'm thinking classic comic books, manga, and/or legendary mythical stuff.

Liberty's Edge

LilithsThrall wrote:


Diego Rossi wrote:


So giving warrior types more movement/action options that don't directly increase the damage they deliver? Probably it could be a solution,

I disagree. You don't want to steal the monk's stuff either.

Some possible example then?

the monk has most of the movement options
the barbarian has cornered most of the special combat actions
the avenues left for the fighter seem very small and cramped.


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Malignor wrote:
Enchanter Tom wrote:
Without, y'know, casting spells.

They should get to choose from among numerous over the top abilities which suit their character.

Basically like "mega-feats".

The kind of stuff Barbarians can get is a good example.
I'm thinking classic comic books, manga, and/or legendary mythical stuff.

Augean stable cleaning feat, here I come!


Diego Rossi wrote:
LilithsThrall wrote:


Diego Rossi wrote:


So giving warrior types more movement/action options that don't directly increase the damage they deliver? Probably it could be a solution,

I disagree. You don't want to steal the monk's stuff either.

Some possible example then?

the monk has most of the movement options
the barbarian has cornered most of the special combat actions
the avenues left for the fighter seem very small and cramped.

I know and that's the challenge. To make matters worse, the ability to grant teamwork feats to the rest of the party is the Cavalier's power, so the fighter can't go in that direction either.

The fighter needs to be a weapons expert - able to do things with weapons that other characters can't do.

If the abilities (improved trip, improved disarm, quickness, etc.) are tied to the weapon type instead of to him, then he has a lot of flexibility due to the weapons he's carrying. If he needs to disrupt a caster and, so, needs faster initiative, he can do that by pulling out a weapon which gives an initiative bonus (like a dagger) with quickdraw. If he is fighting a lot of mooks and, so, needs more attacks per round, he can do that by pulling out a weapon which grants more attacks per round (like a rapier). If he's fighting a BBEG who has a very magical sword, he can do it by pulling out a weapon which grants improved disarm (like a chain).


LilithsThrall wrote:
Augean stable cleaning feat, here I come!

If you sat on ice cream, you'd know what flavor it is.

Yes, your arse is just that wise.

Liberty's Edge

LilithsThrall wrote:


I know and that's the challenge. To make matters worse, the ability to grant teamwork feats to the rest of the party is the Cavalier's power, so the fighter can't go in that direction either.

The fighter needs to be a weapons expert - able to do things with weapons that other characters can't do.

That is why I was suggesting the mastery rules from the D&D game. Every kind of weapon had different capabilities.

The problem is that it should not be possible for each fighter to be a master in every weapon. It would homogenize the class.
But if we give out the mastery levels in the different weapons we return to the "1 weapon to rule them all" limit.

BTW: look our Earthdawn for the "family weapons". The system to unlock the weapons powers was very interesting.


Quote:
It really irks me when people respond to something I've written without actually reading what I've written.

Sorry. Its the internet. Brainfarts happen.


I find the problem is less the disparity in their capabilities, than in their ability to prepare per situation.

Its the same problem adding more feats exacerbates. So long as a fighter is limited to certain feats ALL the time, while casters can constantly change their abilities, the problem will not be resolved.

Instead of X bonus feats for the fighter, let it be say Y combat feats per day. Might be interesting. After a short time training in the morning, practicing skills he didn't use recently, the fighter could drastically alter what situations he can deal with.

Monk bonus feats and rogue talents treated the same way. Instant versatility to the classes and does not require too much alteration to anything already in the system.


Diego Rossi wrote:
LilithsThrall wrote:


I know and that's the The problem is that it should not be possible for each fighter to be a master in every weapon. It would homogenize the class.

Besides the feats granted by weapons, the fighter would also have access to fighting styles (twf, sword and board, single weapon, great big weapon, etc.) and fighting stances.

It's possible that between differences in attributes, differences in fighting styles, differences in stances, differences in supporting feats (imp init, skill focus (perception), etc.), that different fighters could keep from being homogenous.


BigNorseWolf wrote:
Quote:
It really irks me when people respond to something I've written without actually reading what I've written.

Sorry. Its the internet. Brainfarts happen.

I've done it myself. It's cool.


Godwyn wrote:

I find the problem is less the disparity in their capabilities, than in their ability to prepare per situation.

I think there's a certain amount of truth in this. The challenge is in recognizing that martial types shouldn't be preparing their powers every morning - the powers are in constant effect.

So, how should fighters trade out powers? I think the most obvious approach is that they change powers as they change weapons being used - as I've been talking about.


LilithsThrall wrote:
Godwyn wrote:

I find the problem is less the disparity in their capabilities, than in their ability to prepare per situation.

I think there's a certain amount of truth in this. The challenge is in recognizing that martial types shouldn't be preparing their powers every morning - the powers are in constant effect.

So, how should fighters trade out powers? I think the most obvious approach is that they change powers as they change weapons being used - as I've been talking about.

Perhaps, but that then runs into the problem of the fighter actually being more versatile than the wizard, and always having all his options. If he can switch out enough options per weapon, he is limited only by the weapons being carried, and has no prep time. It may give a wider versatility to a fighter, but I do not see it possible of giving a fighter more high-end ability, without the high-end ones not being tied to a weapon.

Which runs back into the problem of the fighter either having the ability for the situation, or not.

Your earlier talk about weapon groups giving abilities, and the fighter getting more of them may work, but there must still be some method for them to scale. But even if they do scale in levels then. . .

The fighter either has the ability or does not. Always.

Although it may lead to interesting game elements like some RPGs. Searching out rare/ancient weapons to unlock certain abilities. But then it is less the fighter and more his gear again.

Fighters are able to do pretty awesome things. Like take on a couple armies alone, or stand toe to toe with beings that devour villages for a snack.

I find Ashiel's suggestions (or mine of course) as requiring the least amount of alteration to the current rule setup.


Godwyn wrote:


Perhaps, but that then runs into the problem of the fighter actually being more versatile than the wizard, and always having all his options. If he can switch out enough options per weapon, he is limited only by the weapons being carried, and has no prep time. It may give a wider versatility to a fighter, but I do not see it possible of giving a fighter more high-end ability, without the high-end ones not being tied to a weapon.

A fighter is suppossed to always have all their options at arms reach. This is a defining characteristic between them and spell casters. It's not a flaw. In contrast, the wizard doesn't have all their options always so available, but have much more powerful options for short periods of time. Wizard powers tend to swing widely whereas fighters tend to be stable and predictable.

Liberty's Edge

Agreed. The strength of the magical is their spikes in effectiveness, while their flaw is their trough in effectiveness afterwards. Mundane characters are the opposite: they can (for the most part) be equally effective all day. The still have some spikes and troughs, but nothing anywhere close to the magnitude that a caster does.

Having them have special abilities that are always on is normal, the thing that isn't already there is the ability to swap them out by changing weapons. Every fighter ability, for example, is "always on", but based on equipment (not counting bonus feats, which can be all over the place). These are really special abilities, just numeric bonuses and reduction of flaws of the equipment. Why can't we extend that equipment-based styling to less boring and more versatile uses?


StabbittyDoom wrote:

Agreed. The strength of the magical is their spikes in effectiveness, while their flaw is their trough in effectiveness afterwards. Mundane characters are the opposite: they can (for the most part) be equally effective all day. The still have some spikes and troughs, but nothing anywhere close to the magnitude that a caster does.

Having them have special abilities that are always on is normal, the thing that isn't already there is the ability to swap them out by changing weapons. Every fighter ability, for example, is "always on", but based on equipment (not counting bonus feats, which can be all over the place). These are really special abilities, just numeric bonuses and reduction of flaws of the equipment. Why can't we extend that equipment-based styling to less boring and more versatile uses?

Because it moves entirely away from the premise of the thread,

Enchanter Tom wrote:
WHAT SHOULD HIGH-LEVEL NON-CASTERS BE ABLE TO DO? Without, y'know, casting spells.

If the answer is just more minor options in combat, nothing really changes.

Any significant change in capabilities must be met with similar drawbacks, if the abilities replicate spells; or must be not as powerful or limited to be available all the time.

The difference between an ability always on, and tied to having a particular piece of mundane equipment is negligible. Ask the wizard's spell component pouch.

Shadow Lodge

its my opinion that you choose a barbarian, fighter or rogue to be a combat focused non super human character. if you want to be a non caster that is superhuman play a monk. but i do like the idea of a fighter having the ability to lead an army at 20, or a barbarian being in control of his own horde, a rogue leading the thieves guild. something that adds to their resources and gives them a role playing example of just how badass they are.

" im so epic, i get my own army"


Godwyn wrote:
If the answer is just more minor options in combat, nothing really changes.

There is a *lot* of space between 'just more minor options' and time stop. 20th level Fighters don't need huge Wish level magic in order to be the equals of Wizards. If they can provide something reliably and as needed (something Wizards can't do without an item), then what they offer can be less powerful without being 'just more minor options'.

Godwyn wrote:


The difference between an ability always on, and tied to having a particular piece of mundane equipment is negligible. Ask the wizard's spell component pouch.

No, it's not. Because the mundane piece of equipment is prone to being lost/destroyed, also, it locks the character into a particular item (which is why fighters who've spent their wealth on a particular longsword are loathe to switch out to a morning star of less value).


TheSideKick wrote:

its my opinion that you choose a barbarian, fighter or rogue to be a combat focused non super human character. if you want to be a non caster that is superhuman play a monk. but i do like the idea of a fighter having the ability to lead an army at 20, or a barbarian being in control of his own horde, a rogue leading the thieves guild. something that adds to their resources and gives them a role playing example of just how badass they are.

" im so epic, i get my own army"

Do you realize that a typical 10th level Barbarian can bench press 10 tons?

As for leading an army, any sufficiently advanced class can do that. One of the defining advantages of sorcerers over wizards is that they are based on charisma and, so, can get huge amounts of followers to march off to war for them.

Shadow Lodge

LilithsThrall wrote:


Do you realize that a typical 10th level Barbarian can bench press 10 tons?

thats a problem with the mechanics, a commoner can technically be even better then a barbarian. so its not really the barbarian being able to lift x amount, its that strength mod y lets you lift x by equation z. if they would make the encumberence charts more " realistic" (yeah i know chew on that piece of fat) then a barbarian wouldnt be so strong.

but what ever


Anyone who says a barbarian isn't superhuman has never seen one punch through a prismatic wall.

Compared to that, which is also easily done by level 10, what's lifting 10 tons?


TheSideKick wrote:
Quote:


Do you realize that a typical 10th level Barbarian can bench press 10 tons?

thats a problem with the mechanics, a commoner can technically be even better then a barbarian. so its not really the barbarian being able to lift x amount, its that strength mod y lets you lift x by equation y. if they would make the encumberence charts more " realistic" (yeah i know chew on that piece of fat) then a barbarian wouldnt be so strong.

but what ever

A 10th level barbarian can also sunder a spell, grow fangs, jump more then 6 ft straight up, and fly. Well I guess if you can fly having a 6 foot vertical isn't that impressive.

Is some of the issue with non-casters simply that the concept of fighter doesn't make sense? When I think of the 'fighter' archetype (role/concept/whatever) I think of a guy with a sword and courage. But mechanically they end up having to be a bit like batman, only they aren't very good at it. They have to carry a ton of gear/weapons/heavy armor and still hope that they remain effective. Where as the other martial classes (barbarians/paladins/rangers) have a lot they can do in combat, and they have more that they can do outside of combat.


Andy Ferguson wrote:


A 10th level barbarian can also sunder a spell, grow fangs, jump more then 6 ft straight up, and fly. Well I guess if you can fly having a 6 foot vertical isn't that impressive.

Is some of the issue with non-casters simply that the concept of fighter doesn't make sense? When I think of the 'fighter' archetype (role/concept/whatever) I think of a guy with a sword and courage. But mechanically they end up having to be a bit like batman, only they aren't very good at it. They have to carry a ton of gear/weapons/heavy armor and still hope that they remain effective. Where as the other martial classes (barbarians/paladins/rangers) have a lot they can do in combat, and they have more that they can do outside of combat.

I don't think there's a problem with non-casters. I think there is a problem with some classes. The fighter is one of these classes, the barbarian isn't. I think the fix I presented upthread fixes the combat problem with fighters, but he still has a problem with non-combat. He needs more skill points and non-combat skills.

Liberty's Edge

Trinam wrote:

Anyone who says a barbarian isn't superhuman has never seen one punch through a prismatic wall.

Compared to that, which is also easily done by level 10, what's lifting 10 tons?

I love that barbarians are what martial characters at high level should be: filled to the brim with crazy abilities that in any other context might seem magical.

What I don't love is that other mundane characters don't get anything even remotely like that. All fighters get a feats and flat bonuses. Blegh!

Maybe the approach that should be taken here, though, isn't a generic "Martial characters get 'blah'" approach, but rather to go through each class that is stuck with boring at high level and give them options (such as rogue talents or fighter feats) that add ridiculous powers. Obviously not of the exact same sort as barbarian, but along those lines.

Maybe a Rogue should be able to take a talent to bluff a person so well that their perception of reality changes. (Such as saying "Actually that is a human" and having them truly see a human standing there.)

Maybe give the fighter a feat option that lets them change their weapon's shape into that of a weapon type they have weapon training in (maybe requiring weaponsmithing, or armorsmithing if into a shield) while preserving its magical properties.

I don't know. Just interesting things that seem magical, are not spells, but do tie into the focuses of that class.

Let's face it. If you don't have seemingly magical powers once you're above 10th level, you're not likely to be sitting to well once you've hit 15th. Levels 11 and higher are supposed to be the crazy comic super-hero levels. A monk at that level can easily leap across 60 foot gaps, or over 15 foot walls. A barbarian of that level can shatter a force cage with their bare hand (with the right power). A fighter of that level can... move slightly faster in armor. A rogue of that level can... take 10 in combat.


StabbittyDoom wrote:
I love that barbarians are what martial characters at high level should be: filled to the brim with crazy abilities that in any other context might seem magical.

Barbarians aren't intended to be purely mundane. Everything about them indicates that they are, at least, partially tied into some supernatural force. And that makes sense. Barbarians, thematically, should be tied to the spirits of their ancestors or spirits of the natural world or whatever. It's a huge difference from fighters.

That doesn't mean that fighters above 10th level shouldn't have superhuman powers. It's just saying that, from 1st level, Barbarians have a certain tie to supernatural power.

Grand Lodge

Some ideas:

-Less focus on being awesome with one weapon. 3.5 kept going on this route and while it made fighters damage at high level damage scary, it was kind of boring for the player.

-Substitute cleric abilities but personal basis only. In my playing experience, the time a fighter shone is when they had a dedicated cleric behind them using their turns to buff, heal, remove debuffs. The fighter should have some lower tier, preparation based methods to get these benefits to keep shining. I really like what’s been written about ‘staving off’ save or suck spells. This would be great. We need to be wary of the action economy here as well – the key point is to let the Fighter keep on shining, if only for 1d2 rounds before he succumbs to that Dominate spell.

-I love the idea of a fighter using their amazing BAB to slice a scorching ray or searing light spell in mid-flight. This ability should only be able to be pulled off with an enchanted weapon.

-An ability to go into a ‘You Shall Not Pass!’ fighting mode. When the party races for cover, it should be the fighter standing at the 15 foot entrance while the cleric heals or buffs the rest of the party, ready to get back into the fray while the fighter holds off the hoard.

-I am expecting this to be unpopular, but the ability to ‘deathblow’ and treat the BBEG’s fodder as DND 4.0’s minion system would really make the fighter seem wonderful for PCs. If something is less than half your HD, the newly appointed ‘minion’ suddenly has to start making fort saves as per a watered down coup de grace. This could potentially make a number of feats obsolete or boost their power.

-More legendary use of intimidate. A legendary fighter should be able to draw his weapon and instil panic effects in those with low will.

-Clever use of magical enchantments. A fighter with a flaming sword should be able to ‘steel whisper’ and have his flaming sword shoot a gout of fire across the room, or freeze enemies solid with his frost weapon, or use his holy mace’s holy enchantment to heal himself. He should be so intimate with his magical equipment that he can coax effects out of his equipment that nobody else can – after all, the fighter relies on their armour and weapon for survival more than anyone else.

Liberty's Edge

LilithsThrall wrote:
StabbittyDoom wrote:
I love that barbarians are what martial characters at high level should be: filled to the brim with crazy abilities that in any other context might seem magical.

Barbarians aren't intended to be purely mundane. Everything about them indicates that they are, at least, partially tied into some supernatural force. And that makes sense. Barbarians, thematically, should be tied to the spirits of their ancestors or spirits of the natural world or whatever. It's a huge difference from fighters.

That doesn't mean that fighters above 10th level shouldn't have superhuman powers. It's just saying that, from 1st level, Barbarians have a certain tie to supernatural power.

Which is why I'm fine with barbarians having those powers at 1st or 2nd level. Problem is that Fighter/Rogue don't get them. Ever. And those kinds of things are essential at high level.

I like the ideas Kestler proposes in relation to coaxing more out of magical equipment. Thematically appropriate, but still effective. Have a flaming weapon? Use it to send a wave of fire through the room instead of doing a normal attack. Good stuff. Get creative with it and you could get some nice utility abilities out of happenstance. Maybe have a weapon with both Throwing and Returning act like Captain America's shield where, as a full-round action, they can mow down a line or arc instead of attacking a single enemy. Make the ability to unlock these a fighter feat at around 11th level (maybe one feat per bonus equivalent, so you need to get improved to unlock Holy but only the basic for Flaming).


StabbittyDoom wrote:


I like the ideas Kestler proposes in relation to coaxing more out of magical equipment. Thematically appropriate, but still effective. Have a flaming weapon? Use it to send a wave of fire through the room instead of doing a normal attack. Good stuff. Get creative with it and you could get some nice utility abilities out of happenstance. Maybe have a weapon with both Throwing and Returning act like Captain America's shield where, as a full-round action, they can mow down a line or arc instead of attacking a single enemy. Make the ability to unlock these a fighter feat at around 11th level (maybe one feat per bonus equivalent, so you need to get improved to unlock Holy but only the basic for Flaming).

here's my problem with Kestler's suggestion. I love it. But, I really don't want to have to scroll through a bazillion threads on this messageboard whining about why the ability isn't accessible to wizards. And, when you come right down to it, the ability to take a raw magical material and coax minor magic out of it is something that, arguably, a wizard out to be able to do.


The "get more out of your magic items" is great and all, but wouldn't it be hard to line that up with all the magic item abilities out there? Power/tricks/special abilities that don't have to reference a whole other list of rules would probably be preferable.


So, what's the average level fighters get their first +1 weapon? +2? +3? etc.


I still think non-casters should get more skill points per level, and have spell-like features 'unlock' upon hitting certain ranks. 'True Seeing' on a rounds/day basis with a high Perception rank. 'Freedom of Movement' on a rounds/day basis with a high Escape Artist rank. No doubling of the DC for vertical jump checks with a high Acrobatics rank. Etc.

Ritual casting sounds an awful lot like Use Magic Device & scrolls.

Extra combat options that 'unlock' with higher Base Attack bonus would be cool. You start off with the ability to disarm an enemy or sunder an enemy's weapon as a Standard action, then move onto superior Standard actions like moving & disarming a whole batch of enemies, or sundering magical protections & buffs. Feint as a Free action (once per attack), make Grapple good somehow (render the target Dazed or Stunned perhaps). Trip could be used with ranged attacks, primarily to knock flying people out of the air. Overrun becomes a Free action against enemies with a CR lower than your Base Attack bonus. Bull Rush could actually smash creatures through walls. Etc, etc.

Full Attack as a Standard action still sounds like a good buff as well.

Liberty's Edge

Part of the problem is that, for the people that dislike how the non caster classes work, the "numeric bonuses" or "always available" abilities after a few months of being introduced in the game become a standard item and they will feel again that they are missing the cool superpower.

You can search a bit the thread about the barbarian once and future combat king and you will find that sentiment reflected in a lot of posts.
"So the barbarian has pounce, how mundane" is a sentiment that you will see in some of those post. Now people is all happy about the new options for the barbarian thanks to Ultimate Combat, wait a few month and you will see again the same kind of lamentation about the lame barbarian.

One part of the problem is that they compare the martial classes to some unbelievable version of the wizard: "At the same level he can bend reality two times casting wish." I have jet to see a wizard going around with 2 Wish spell memorized and 50.000 gp of diamonds in his spell component pouch.
The "reference" wizard always has the right spells, always know all the spells, always has his full spell roster, always has unlimited resources to fuel his spells and magic items.
He never get his wish wrong even casting it in the middle of combat! (If there is a spell where you should be timing how long it takes for the player to describe the effect he want, it is wish. Remember the round is 6 seconds long.)
Maybe that wizard is a bit "coddled" by the GM, it he exist at all?

If I was to create a fighter following the same "guidelines" of the mage above, he would have artifact level weapons and armour, a dragon as a mount, an inherent +5 to all characteristics and enough magic gear to be capable to fly to the moon and back before breakfast every morning.

There is a problem as a non-caster type will be defined too much by his gear, but I have seen good player taking the approach of getting a little less powerful weapon and buying good support gear with the money they have spared.
At the expense of a little less damage they are capable to fly without the help of a spellcaster, they can become invisible, see in the dark, get some form of teleportation, attack touch AC a few times every day and so on, even get some level of battlefield control powers.

I don't know, but a lot of the "problems" depicted for the non spellcaster seem to be born by the choice of increasing the character DPS at the expense of every other option.
Maybe my campaign is different because we all have started playing with 1st edition and we have some ingrained habit, but very rarely I see characters going nova and burning all their resources in one battle, then asking the group to retreat and regroup for the day, so that tomorrow they will do again the same, burning all the resources at the first battle.

Shadow Lodge

Hit things really well.

Liberty's Edge

KestlerGunner wrote:


-Substitute cleric abilities but personal basis only. In my playing experience, the time a fighter shone is when they had a dedicated cleric behind them using their turns to buff, heal, remove debuffs. The fighter should have some lower tier, preparation based methods to get these benefits to keep shining.

- Remove the utility from buffing spellcaster

And then? Protest because the spellcaster never do anything useful for the fighter and only think about himself?
If the spellcaster don't have any reason to spend action or spells buffing the fighter they will simply spend those action and spells attacking the enemy or use them to buff themselves.
You get more competition for the fighter instead of collaboration from the other playes.
Unconvinced it si a good idea.

KestlerGunner wrote:


I really like what’s been written about ‘staving off’ save or suck spells. This would be great. We need to be wary of the action economy here as well – the key point is to let the Fighter keep on shining, if only for 1d2 rounds before he succumbs to that Dominate spell.

At that point you can tranquilly remove dominate as a spell (at least against PC and NPC with class levels). Sawing throw +1d2 round before the spell take effect if the ST is failed mean dead spellcaster.

Don't be surprised if it end with the spellcaster conjuring hordes of monsters to attack the fighter while keeping beyond the horizon to avoid being reduced to a pincushion by the archer.

KestlerGunner wrote:


-I love the idea of a fighter using their amazing BAB to slice a scorching ray or searing light spell in mid-flight. This ability should only be able to be pulled off with an enchanted weapon.

Occult slayer

Arcane_Guyver wrote:
make Grapple good somehow (render the target Dazed or Stunned perhaps).

[heavy sarcasm] Make it directly dead and buried. At least the target misery will end faster. [/heavy sarcasm]


Diego Rossi wrote:
important stuff

You make good points

I've said that a lot of the fighter - wizard discrepency comes from playing softball on the wizard. I think you're right that a lot of it comes from poor fighter builds that overspecialize in DPS. There have, also, been several bad suggestions in this thread.

Having said that, at the end of the day there is a problem with the fighter. Even when you take the above into account, the fighter class doesn't quite get to where it needs to be, particularly at high levels.

The place it needs to be is to give the fighter more options. The barbarian can dispel magic on a strike. That's good for him. I don't want the fighter to duplicate that, but can the fighter have anything as useful without appealing to the Christmas tree effect?

And what about the non-combat wasteland that is the fighter? The class, in my opinion, is desperately in need of having non-combat functionality.

As for the bad suggestions we've seen in this thead, I think bad suggestions are a part of brainstorming. The difference between 'good' and 'great' is the amount of junk that gets thrown out.


Depends on the history and character, of course. This is not a Mmorpg, is a role play game. You can build a house, a castle, a tavern, die with honor, just die, marry the princess, kill the princess, found a reign or destroy one. And, if there's magic, you can have magic items to balance your options with spellcasters, if there's not don't bother about spellcasters.
Oh, talking about power, rage powers "once a rage" should be "once in encounter" or barbarian immune to fatigue will be also immune to magic and energy damage (ending and starting a rage is a free action, saving throw is not an action, so...).


AlecStorm wrote:

Depends on the history and character, of course. This is not a Mmorpg, is a role play game. You can build a house, a castle, a tavern, die with honor, just die, marry the princess, kill the princess, found a reign or destroy one. And, if there's magic, you can have magic items to balance your options with spellcasters, if there's not don't bother about spellcasters.

Oh, talking about power, rage powers "once a rage" should be "once in encounter" or barbarian immune to fatigue will be also immune to magic and energy damage (ending and starting a rage is a free action, saving throw is not an action, so...).

Yes, the fighter character can do a lot of things out of combat, but, as a member of the party, what does he have to contribute to achieving a goal out of combat? He has no social skills as class skills and almost no skill points.

Liberty's Edge

I agree LilithsThrall , the fighter can be made better and I apologize as I know that may rebuttals are sometime biting.

Brainstorming is always useful, but it seem to go too often in the same direction, the one where the fighter is already directed:
overspecialise, become more powerful in a even more narrow field and then try to apply that narrow expertise in all the situations.

And then what is done for the fighter will not help the rogue.

So, what could work without writhing Pathfinder 2.0?

- some new mechanics made in a way to be more favourable for fighter and rogues than spellcaser, like:
a) mass combat rules where the fighter, cavalier and so on get bonuses (mostly class or or BAB related) when leading troops.
b) training rules related to the above point where a guy skilled in one kind of weapon can teach an unit how to use it and give them bonuses in combat.
c) for rogues the possibility to train people in their skills, giving them an inherent bonus (useful bot for mass combat, guard units [teaching perception], thieves guilds [teaching all the rogue skills] and so on. Essentially a skill monkey rubbing a bit of his skill off on other people.
d) kingdoms rules where being a "common" man and not an intellectual in a ivory tower will help.
e) martial academies, thieves guilds, ruling kingdoms and baronies. All stuff that has fallen into disuse (barring the Kingmaker AP, and if you look that section of the forum it has been a huge success).
f) more in game usable factions, giving decent bonuses and aimed at not caster, in the style of the Faction Guide.

Almost all of the above can be done even without Paizo input and, Paizo willing, it can be put in a hardbound or soft bound with relative ease and little problem of conflicts wit the existing rules. JJ has already said that they are interested in producing some mass combat rules more detailed than the ones in Kingmaker.

Some broad feat made to be more appealing to fighters and rogues than casters. This is harder as they need to have a few prerequisited:
1) they should be more appealing for fighter, rogues and cavaliers than other classes, without making them artificially resticted;
2) they should have a effect broad enough to avoid the overspecialisation effect but they should not be overwhelming when used against someone that has specialized in only in some of the field covered by the broad feat;
3) they should not be the "finish move" of a video game. I would bet that most people wishing for a that kind of option would get bored of their move very fast, and will start clamouring for a new move, more powerful options and so on very fast. And the problem of overspecialisation will still be there;
4) they should not step on the toes of barbarian, bard, inquisitor, paladin, ranger and to some extent even oracle and sorcerer. I.e. all those classes that have a specific focus and/or haven't very few option to change their focus once selected.
While the alchemist, cleric and wizard have some "fixed" capabilities, but the possibility to change the spells selections allow them enough latitude to be still good classes (unless the powers block a too large swat of powers).

That kind of stuff is hard to create and even harder to balance.

Liberty's Edge

LilithsThrall wrote:
AlecStorm wrote:

Depends on the history and character, of course. This is not a Mmorpg, is a role play game. You can build a house, a castle, a tavern, die with honor, just die, marry the princess, kill the princess, found a reign or destroy one. And, if there's magic, you can have magic items to balance your options with spellcasters, if there's not don't bother about spellcasters.

Oh, talking about power, rage powers "once a rage" should be "once in encounter" or barbarian immune to fatigue will be also immune to magic and energy damage (ending and starting a rage is a free action, saving throw is not an action, so...).

Yes, the fighter character can do a lot of things out of combat, but, as a member of the party, what does he have to contribute to achieving a goal out of combat? He has no social skills as class skills and almost no skill points.

Personally I felt that the unification of some skill has damaged the rogue heavily.

Giving the fighter and the cleric more skills wouldn't be a bad idea.
Giving them more stuff helping the "intelligent fighter" would be even better.

AlecStorm, read a bit around the forum. The base of a lot of barbarian build is to get immune to fatigue and cycle the rage on/off to use the "once a rage" powers as "once a round".

Starfinder

LilithsThrall wrote:
TheSideKick wrote:

its my opinion that you choose a barbarian, fighter or rogue to be a combat focused non super human character. if you want to be a non caster that is superhuman play a monk. but i do like the idea of a fighter having the ability to lead an army at 20, or a barbarian being in control of his own horde, a rogue leading the thieves guild. something that adds to their resources and gives them a role playing example of just how badass they are.

" im so epic, i get my own army"

Do you realize that a typical 10th level Barbarian can bench press 10 tons?

As for leading an army, any sufficiently advanced class can do that. One of the defining advantages of sorcerers over wizards is that they are based on charisma and, so, can get huge amounts of followers to march off to war for them.

The sorcerer however will get minuses for having a familiar if he has one, and for strange looks if he's one of those dragon, aberrant, whatever types that mutate as they advance. as well as for other collateral damage to the leadership score depending on what type of sorcerer character he is. (Xykon's Leadership score would be in the toilet if it wasn't for Red Cloak.) Also he's generally less likely to take leadership than a Fighter who not only has the spare feats and is more likely to speak the "language" of a soldier.

Yes, I know you'll immediately harp on the "it's not supported in the rules" tirade. But if you have characters raising private armies, you've already run off the rails of RAW because despite having feats like Leadership this game isn't designed to handle mass combat. Any time a game goes beyond level 12, you're heavily into house rule territory by necessity.


LazarX wrote:


The sorcerer however will get minuses for having a familiar if he has one, and for strange looks if he's one of those dragon, aberrant, whatever types that mutate as they advance. as well as for other collateral damage to the leadership score depending on what type of sorcerer character he is. (Xykon's Leadership score would be in the toilet if it wasn't for Red Cloak.) Also he's generally less likely to take leadership than a Fighter who not only has the spare feats and is more likely to speak the "language" of a soldier.

I disagree with all of this. The Sorcerer needs to distinguish himself from the Wizard and social based skills/feats is one of the big areas he can do this. *Most* Sorcerers don't have familiars, so that's no problem. All the misc penalties to the Leadership score you mention rarely overcome the huge charisma the class has. The only question is whether any particular Sorcerer is going to choose to take Leadership. That's a case by case thing, but all of my Sorcerers have. It's always been a strong fit to the character concept.


The thing I think about when I hear "give the rogue and fighter a band of followers and make them better at leading them" is that that's not going to solve the problem for people who'd don't want to play such a game. But instead of me saying that's not a good idea it's in fact a good introduction for something I've been thinking of:

Maybe the fighter's obsolete?

Not completely unusable. But as I think about the spread of combat-capable classes Pathfinder now has I think that anything you might have once wanted the fighter to do can now be done by another class:

* Supernatural Warrior: Monk, Barbarian, Magus.
* Wilderness Slayer: Ranger.
* Slayer of the Supernatural: Inquisitor.
* Holy Warrior: Paladin.
* Dashing Swashbuckler: Rogue, Bard.
* Knight, leader of men: Cavalier.

If it's a Special Power someone else already has it. If it's a Role Specilalization someone already has it. The complaint of Fighters specializing in a weapon is about all that's left to them. They're like the Wizard before Pathfinder: supposed to fulfill so many different magic roles, but then started to see the splat books come out with specialist that did those roles better (or at least looked more interesting at it). Maybe not even that good: at least if a new spell was introduced for a specialized arcane caster there was a chance a wizard could still get a holed of it. Fighter can't seem to get a hold of any abilities from other combat classes.

I unfortunately can't give any suggestions for what to do to remedy the situation, as my instinct is that if it's not needed it's gotten rid of or ignored. Perhaps the Fighter should just be left alone for whoever wants to deal with it, and if a player is not satisfied with what it does they should re-write their character into a better-fitting martial class.


I think fighter is not obsolete, the problem is the build.

If u make a warrior consider putting some int, and take skill bonus preferred class option. If a fighter has not skill that lityhe can use outside of combat is because he didn't put. He can have intimidate, know dungueon and eng, it means that he can make someone speak, organize city defense before a battle... if a player roll a warrior with 9 int and not human and take 1hp extra per level, ok, he has a problem. Maybe some int boosting magical items will work.

Beside skills there's story. Maybe he did something for someone important, and could have help, or he his a member of some organization... this is roleplay, so let's play :)

If u think as GM that the 2 skill point/level classes could have problem give some bunus.

In my opinion, if someone don't want to take social skills he has to play this. I have now a dwarf barbarian, and my contribution in social situation is not zero. I create problems :) Having a low carisma is not like "i don't play in social situations", but is "i play an unpleasant one ".


You don't need a Fighter to have skills or have a story. You can play another class and have the same skills and the same story.


Perhaps one approach is to define what a Fighter is, considering (as silvercat points out) what the fighter is not.

I've always seen the Fighter as the "professional" warrior class. They are the weapon specialists who trained for years from an elite warrior's guild, or the shrewd and talented mercenary, or the "special forces" units among the lord's army.

What would this mean? It implies a warrior who, instead of being holy (paladin) or savage (barbarian) or a hunter (ranger) or noble and inspiring (cavalier), they are focused on skill and strategy; their shtick is martial genius.

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