Just Another New Fighter Variant


Homebrew and House Rules


For some time now, I have been picking at some of the perceived weaknesses in the fighter class, and have come up with an idea to "fix" them, without breaking the archetypes. My proposal is to give fighters "techniques", similar to rogue talents, but with a more martial approach. These are not intended to be damage boosters, but ways to give fighters the tools needed to contribute in more situations.

Fighter Techniques

As noted in the document, these abilities are meant to all be Extraordinary, to preserve the mundane aspect of the class. Also, they should be usable whenever the fighter needs to.


Stubborn is great, but the last line should probably still say "charm and compulsion effects" just to make it mechanically clear.

Duck Under has a weird DC. At the very least it should be 10 + enemy's BAB, and more likely (10 + 1/2 enemy's HD + Strength or Dexterity Modifier), really.

For Leap Aside, can the attack still hit if the Fighter takes a 5 ft step out of the opponent's reach?

Its, not it's in the last line of Get Attention.

These are fantastic. I love the flavor, it's an add-on that doesn't change any of the core Fighter mechanics, they look pretty well-made for the most part. Bring 'em Down is fantastic. The Con check for Second Wind is perfect. I really, really like these. Nicely done.


Dotting for future review/use.


i really like these too. nice one!


Tim4488 wrote:

Stubborn is great, but the last line should probably still say "charm and compulsion effects" just to make it mechanically clear.

Duck Under has a weird DC. At the very least it should be 10 + enemy's BAB, and more likely (10 + 1/2 enemy's HD + Strength or Dexterity Modifier), really.

For Leap Aside, can the attack still hit if the Fighter takes a 5 ft step out of the opponent's reach?

Its, not it's in the last line of Get Attention.

These are fantastic. I love the flavor, it's an add-on that doesn't change any of the core Fighter mechanics, they look pretty well-made for the most part. Bring 'em Down is fantastic. The Con check for Second Wind is perfect. I really, really like these. Nicely done.

I fixed the Stubborn wording.

Duck Under, I didn't want to force a high DC on what is most likely a middling to low save for a fighter. I want it to be more likely for a Dex-based fighter to make, but not impossible for a Str-based.

With Leap Aside, yes they can. I might need to change some wording, but the attack still happens while the fighter is in his original space, he's just moving out to get the AC bonus.

Thanks for the review, that's exactly what I need.


Hmm. I see what you mean about Duck Under, but if it's just equal to their BAB, for any foe under 10th level, the Fighter will have a better than 50% of making it even if his Reflex save is +0. That's just to easy to hit every time. At the very least I'd say make it 5+BAB, that gives a 6th level Fighter (first opportunity to get the ability) with a Dex of 10 a 60% chance against a 6th level Fighter foe with a reach weapon, which is still better than even odds.

I only just saw Sense Hostility and War Story, are they new? I like them.

Edit: Remember with Duck Under, you're allowing them to make a Reflex save to get a bonus they would otherwise not have, which is not the same as a Reflex save to avoid negative effects.


Tim4488 wrote:

Hmm. I see what you mean about Duck Under, but if it's just equal to their BAB, for any foe under 10th level, the Fighter will have a better than 50% of making it even if his Reflex save is +0. That's just to easy to hit every time. At the very least I'd say make it 5+BAB, that gives a 6th level Fighter (first opportunity to get the ability) with a Dex of 10 a 60% chance against a 6th level Fighter foe with a reach weapon, which is still better than even odds.

I only just saw Sense Hostility and War Story, are they new? I like them.

Edit: Remember with Duck Under, you're allowing them to make a Reflex save to get a bonus they would otherwise not have, which is not the same as a Reflex save to avoid negative effects.

Yeah those two are new. And I see what you mean for Duck Under. 5 + BAB does seem like a good idea.


Added two new techniques, Deny Opportunity and Weapon Group Familiarity .

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Just Another New Fighter Variant All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules