Fighter Taunt


Homebrew and House Rules


My DM is convinced and so am I that the fighter isn't as good as other martial classes. So he wants to increase their skill points to 4+int and give them a Taunt like in 4e. Now I know some people may consider this mechanic unrealistic, but many things aren't that realistic in the game itself. A taunt mechanic for the fighter would give him something that not many others classes can do. So I would like to hear how you guys would do a taunt mechanic for the fighter. Would he penalize their attack rolls if they attack friendly units? Would he be allowed some free movement to catch up to the person trying to attack his allies? Attacks of Opportunity perhaps? Can he mark one, two, or maybe even three targets? How do you think the abilities should scale?


just give them the antagonize feat. As for the skill points... makes as least as much sense as a barb with 4+int


There's a line between the Antagonize feat and the Cavalier's Challenge ability. Be careful that you don't give away another class's ability.

RPG Superstar 2011 Top 8

Hmm... debuff is generally pretty well covered by other classes (casters, court bards, antipaladin, etc.), extra movement doesn't fit taunt flavor, neither does extra AoEs. If you are going to add a taunt mechanic, make it force an opponent to attack/target the fighter. The question is should it be a set DC (10 +1/2 fighter lvl +Cha?), that the opponent makes a Will save against, or a Bluff check vs. Sense Motive (or against a DC 10 +BAB +Wis; as a faint check).

Would this make more sense as a kind of combat maneuver or an extraordinary ability? If it functions as a combat maneuver then the fighter could have multiple opportunities to taunt an opponent. Being able to taunt as a move action would also help action economy.

As far as scaling goes, why not have the number of opponents you can taunt at once go up every few levels: one at 1st level and an additional opponent every three levels thereafter. Once an opponent has been targeted it cannot be targeted again for 24 hours.

I don't really know if this is the best way to shore up the fighter, especially since it is another combat option, which fighters already have a plethora of.

I thought there already was a feat or ability that forced opponents to attack you, but I can't remember it for the life of me.

RPG Superstar 2011 Top 8

Oh, well looks like Trogdar and Aeryn knew it.


As it stands no one even considers the cavalier so we're not too worried.
The antagonize feat is pretty close to what we want but not exactly what we're going for. Gnome I'll agree that the fighter isn't bad at combat at all. However there is currently right now classes that even beat the fighter at damage and we're trying to give the fighter better tanking options and a role outside of combat.


Devil's Advocate:

I play a two-weapon warrior (fighter archetype) in a Rise of the Runelords campaign. I certainly know what you mean about fighters feeling skill-starved and not having a great role outside of combat. That said, I am just playing Devil's Advocate here...

* If a fighter wants more skill points per level, he can choose not to stat dump Int.
* If a fighter wants to have better social skills, he can choose not to stat dump Cha.
* If he wants to have more of a role outside of combat, he can spend one of his odd-level feats on 'Skill Focus: Diplomacy', or something similar.
* If a fighter (during character creation) knows that he wants a certain skill as a class skill that normally wouldn't be, he can likely take a trait to make it a class skill. Otherwise, the Cosmopolitan feat gives 2 class skills and 2 languages.
* Keep in mind that Humans gain a bonus skill point per level and the Advanced Race Guide actually introduced an alternate Half-Orc racial trait to gain the same bonus.

Now that that's out of the way... in terms of designing a "taunt" ability, how about something like this?

Spoiler:

Battle Focus (Ex): As a swift action, you can declare that you are focusing your attacks against a single enemy that is threatening an ally. Make an Intimidate check versus the target (DC=10+Hit Dice+Wisdom Modifier). A successful check means that you not only caught the target's attention, but they are concerned by this declaration. This forces their attention onto you, giving them a -2 to attacks, saves, and AC versus other targets. You take the same penalties. Focusing an enemy is draining, so you can only focus a number of targets per day equal to 1/2 your Hit Dice. When your BAB reaches +6 and every 5 points after that you may add one additional target to your Focus.

Obviously I just threw this together based on what you detailed above, so I'm not sure if it fits the bill, or if it's balanced. But since you're obviously looking to dev up a custom ability, I figured I'd give it a go. Using Intimidate for the check and Hit Dice in the DC makes this scale with level, and additional targets based on your # of iterative attacks also indicates scaling.

RPG Superstar 2011 Top 8

Black_Lantern wrote:
However there is currently right now classes that even beat the fighter at damage and we're trying to give the fighter better tanking options and a role outside of combat.

I won't argue whether other classes have the potential for more damage, but I will point out that fighters always get their full damage; it doesn't matter if they're fighting evil or a particular race, or if they ran out of rage points, so long as they have their favorite weapon they get their full damage.

Taunt isn't really the way to give them a role outside of combat and there are tons of feats that help a character tank. I have to agree with Aeryn's devil advocacy about how you can make choices to play the fighter you want, but I will grant you that making those choices might take away some of your fighter's combat prowess.

@ Aeryn Tahlro= Battle Focus seems fairly balanced, if a bit weak. I would change the number of times per day to 1/2 fighter level instead of HD. If this were a class feature, I'd make sure there were some other options or boosts at higher levels as well. I also might make a Bluff option.


If I can add something outside the taunt mechanic, this is what I use to help the fighter with out of combat options:
The fighter’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Perception (wis) Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.

Diversified Training(Ex): At first level the fighter chooses two Knowledge skills and another skill not on the fighters list. This skills become class skills for the Fighter. Fighters can select any skill combination they wish but here is a sample of combinations that match some of the basic fighter concepts:
Enlisted Soldier: Engineering and Geography; Acrobatics or Heal
Noble born: Nobility and Religion or History; Appraise or Diplomacy
Bully or thug: Local and Nature; Stealth or Sleight of Hand
Trained Adventurer: Arcana and Dungeoneering; Sense Motive or Use Magic Device.

Note the inclusion of Perception as a class skill, because noone can understand why it isn't in the first place.

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