
IdleAltruism |
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Hello Pathfinder forums!
This is my first post here, and it is my hope that you fine folks could help me with my old fighter fix.
It has been quite awhile since I've been active in a 3.X system. Originally I made this fighter "fix" for 3.5 way back in 08. I had modified it quite a bit after I had initially posted it on the Wizards forums; however those modifications didn't survive the years and computer upgrades.
So here I am today with the rough draft pilfered from my original post. I like a lot of the Pathfinder changes, but the classes seem far too tame for my liking. I am a person who likes having abilities and options, and I see the 3.X system's action economy as the perfect place to both enhance and diversify the class system.
Keep in mind this is a straight port from a 3.5 post and I haven't had time to modify it beyond trying to get the formatting for this forum to an acceptable level (I still don't know what to do about the table). Like I said before, I had made a lot of modifications to this. The parry system got reworked and anything that had a feat prerequisite or a flat bonus to hit were made more elegant (incorporating the feats into specializations and making bonuses to hit more specialized). Each of the combat specialities also had an upgrade path that filled dead levels. Combat Superiority was also tweaked to make it not so spectacular.
With all that in mind I'm hoping for comments on the action economy and how to improve it; ideas for new defensive abilities that aren't tied to feats (as specific specialty trees will get defensive bonuses when I finish them based off of feats); and finally I'm really looking for any glaring problems my system has coming into pathfinder opposed to 3.5. Any other comments, ideas, or inspirations are welcome.
Thanks, and without further ado I present:
The Fighter
Alignment: Any
Hit Dice: d10
BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Weapons Training, Bonus Feat
2. +2 +3 +0 +0 Bonus Feat
3. +3 +3 +1 +1 Heroic Expertise
4. +4 +4 +1 +1 Adamant Resolve, Bonus Feat
5. +5 +4 +1 +1 Combat Specialty, Combat Maneuvers
6. +6 +5 +2 +2 Disrupting Attack, Bonus Feat
7. +7 +5 +2 +2 Mettle
8. +8 +6 +2 +2 Bonus Feat
9. +9 +6 +3 +3 Combat Parry
10.+10 +7 +3 +3 Weapon Master, Bonus Feat
11.+11 +7 +3 +3 Extended Reach
12.+12 +8 +4 +4 Bonus Feat
13.+13 +8 +4 +4
14.+14 +9 +4 +4 Combat Form, Bonus Feat
15.+15 +9 +5 +5
16.+16 +10 +5 +5 Bonus Feat
17.+17 +10 +5 +5 Combat Superiority
18.+18 +11 +6 +6 Bonus Feat 19. +19 +11 +6 +6
20.+20 +12 +6 +6 Combat Mastery, Bonus Feat
-Dexterous Expertise: The fighter may choose to ignore the dexterity requirements of feats.
-Intellectual Expertise: The fighter may choose to ignore the intelligence requirements of feats.
-Wise Expertise: The fighter may choose to ignore the wisdom requirements of feats.
-Powerful Specialty: Requires one feat thats effects a special attack that is modified by size(Tripping,Grappling,Bullrushing etc).The unique training, experiences, and abilities of a fighter lets them function in many ways as if they were one size category larger. Whenever a fighter is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the fighter is treated as one size larger if doing so is advantageous to him. A fighter is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. However, his space and reach remain those of a creature of his actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the subject’s size category. (Note: they don't get to wield larger size weapons)
-Ranged Specialty: Requires Pointblank Shot. The fighter may use ranged weapons while being threatened and not provoke attacks of opportunity, additionally they gain their bonus from PBS at a range of 60ft.
-Finesse Specialty: Requires Weapon Finesse and Dodge. Use dexterity instead of strength for bonus damage with finesse weapons, in addition their dodge bonus applies to all foes within 60ft.
-Defensive Specialty: Requires Combat Expertise and Combat Reflexes. Gain an additional attack of opportunity per round per point used for Combat Expertise, in addition for every two points of attack bonus spent in Combat Expertise gain an additional +1 AC bonus.
-Shield Specialty: Shield Specialization and Shield Bash. Whenever the fighter uses a shield and any other weapon they can apply all feats that would normally be transferable with Weapons Training to the shield and the other weapon, in addition they gain their shield bonus to their touch AC.
-Weapon Mastery: You gain proficiency with all weapons and any transferable feats through Weapons Training is automatically applied to any weapon you wield, in addition you gain Quick Draw as a bonus feat
-General SpecialtyNo Requirements. Gain an additional bonus feat, in addition you gain an additional bonus feat at 10th, 15th and 20th level.

IdleAltruism |
Apparently I cannot edit my own original post in my own thread, oh well.
That is the updated version. A lot has changed. The Fighter Specialities aren't anywhere close to being fleshed out, but the gist of it is there. I'm thinking about adding other archetypes like great weapon fighters, but we'll see.
I know it looks a little crazy, but my method of working is throwing stuff at the wall and seeing what sticks. Everything will be toned down in time. I'd rather it start off overpowered as all hell and then work my way down to an acceptable, if not slightly overpowered, state.
If anyone could give feedback/throw ideas, especially for defensive abilities and the fleshing out of the specialities, that would be greatly appreciated.