Making the Fighter last all day


Homebrew and House Rules

RPG Superstar Season 9 Top 16

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Often times this is what people think is the unique strength of the fighter. That he has no resource that can be exhausted, unlike almost every other class.

People often point out that yes he does, and it's called HP.

So here's an idea

Walk It Off:
Starting at level 3, a Fighter gains Fast Healing 1 (scaling by +1 every 4 levels thereafter). When the Fighter takes damage, this Fast Healing is deactivated for 1 minute. Additional damage resets the deactivation time, it does not add cumulatively to it.

I personally would run it without the deactivation, but I put it in there as an option. I'd also just give this to the Fighter, but you could make it a replacement for Armor Training.

RPG Superstar 2013 Top 8

Cute, I like it.

Shadow Lodge

Seems like a great way to make more effective fighters. Also, if you want to post ideas for fighters being useful then check out "The Main Problem with Fighters thread. Your insight could help defend the fighter side.

Shadow Lodge

Idea for this as an archetype is Daylong Damager


I hope you're happy, this title appealed to my immature nature and I just giggled helplessly at a bar. As for the suggestion, I wouldn't mind trying this out in my games, no archetype needed.


This would be great for Dhampirs and Constructs.


as long as this class ability is a pre-req for another called "rub some dirt on it"


I'd make it only work up to half his maximum HP, but I could totally use this in my games.


I don't know if making fighters last all day long is the best way to approach it. Pathfinder is a team game so even if you make the fighter last all day, he still needs the rest of the party.

It would be useful if you planned on having the party face lots of combat per day, but many campaigns don't have that.


It's more a question of showing that Fighters are useful to the people who think they aren't. Fighters get heavy armor, a d10, and no restrictions to alignments. Admittedly, the firepower of wizards/sorcerers and the healing of clerics is great, but Fighters have the most fighting abilities in the form of feats and weapon/armor training. Paladins are more limited to fighting evils with their special abilities. Fighters are, well, fighters in general . . . .

RPG Superstar Season 9 Top 16

johnlocke90 wrote:

I don't know if making fighters last all day long is the best way to approach it. Pathfinder is a team game so even if you make the fighter last all day, he still needs the rest of the party.

It would be useful if you planned on having the party face lots of combat per day, but many campaigns don't have that.

Yes! Absolutely correct. This approach is treating a symptom rather than the disease. The truth is that essentially every class has limited resources that it expends, and then wants to rest because it's boring when they can't access those abilities any more. That means the party will vote for the rest even if the Fighter is good for more action.

Why make this ability then? For some people the fighter is someone who is dependable and steady both in his fighting ability (no power-ups) and thus his ability to keep going when others are tired (even if they won't get to).

Other ideas I have that I'd like to pitch (but was planning to flesh out a bit more first, ah well).

The Fighter is to the Wizard as the Barbarian is to the Sorcerer
Whereas the Barbarian and Sorcerer have a wild, inner power, the Fighter went to Fighter College and studied all sorts of warfare. He knows far more than he can bring to mind at a moment's notice, however.

So let's say the Fighter prepares his Fighter bonus feats at the start of every day. How does that sound?

Another idea is based around the fact that while the Paladin is all "I hate evil!!" and the Ranger is all "I hate orcs!" and the Barbarian is all "MAD? I'M FURIOUS" the Fighter is all "I'm a trained professional and I know just the trick for this situation."
A Fighter can improvise more easily than other martials

How does that work? Consider the Inquisitor's Teamwork Feats ability. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one.

Wow that's pretty versatile! Why can't the Fighter do that?

Omnifeat (Combat)
I know every trick in the book.
Prerequisites: Fighter 6
Benefit: As a _____ action, the fighter can choose to learn a new bonus combat feat in place of this feat. In effect, the inquisitor loses Omnifeat in exchange for the new Combat feat. This lasts for 1 minute (or something).
Special: A Fighter may take this feat again upon reaching Fighter 12 and a third time starting at Fighter 16.

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