Shameless boosts for the Fighter. Come one, come all!


Homebrew and House Rules


In the spirit of the rogue-boost thread floating around, what are some home brewed, feats, class abilities, or items, that you have added, to your games? I'll start with some I'd like to add:

  • when a fighter takes a Weapon Focus, or Specialization feat, it applies to every weapon in the same Weapon Group listed under Weapon Training.
  • Fighters add their CMB in place of their ability score on str, and dex-based checks.
  • The players choice of a second good save.
  • In addition to proficiency with all simple and martial weapons, one exotic weapon proficiency.


  • My opinions and ones I'm currently using:


    • Bravery The saving throw bonus vs. fear also applies to DC check to Intimidate a fighter.
    • Skills per Level 4 + Intelligence.
    • Class Skills Heal, Knowledge (local), and Perception are added to the fighter's list of class skills.

    The change to bravery should be apparent, though it is tame compared to some I've seen.
    Only Intelligence based caster should have 2 + Intelligence.
    Heal - combat medic/first aid; Knowledge (local) - everyone should have local for their region; Perception - guard duty.


    Da'ath wrote:

    My opinions and ones I'm currently using:


    • Bravery The saving throw bonus vs. fear also applies to DC check to Intimidate a fighter.
    • Skills per Level 4 + Intelligence.
    • Class Skills Heal, Knowledge (local), and Perception are added to the fighter's list of class skills.

    The change to bravery should be apparent, though it is tame compared to some I've seen.
    Only Intelligence based caster should have 2 + Intelligence.
    Heal - combat medic/first aid; Knowledge (local) - everyone should have local for their region; Perception - guard duty.

    How did I forget skill points? I use that one too. Instead of heal, knowledge and perception, though, I just cut out the knowledge.


    Skills 4+int. Nobody except possibly an int based caster should have 2+int skill points and frankly it's harder to argue with a 4+int minimum applying to them as well.

    Saves fort/will. No non-caster should have only one strong save. I suggest will for the civilized martials (fighter, cavalier, samurai, and paladin already has it), reflex for the less civilized martials (barbarian and ranger already has it) and will for rogues because nothing says rogueish like failing your save against Zone of Truth every single censored time.

    Merge some of the overlong feat chains and get rid of pure tax prerequisites. Combat Expertise can pretty much die and nobody would miss it and improved unarmed strike is a silly feat tax to use the weakest simple weapon in the game.


    This my take on a fighter boost : more skills, more versatility and a fusion of almost all Paizo's archetypes key abilities in the form of fighter talent and trainings. Trainings are level dependent and emulate abilities such armor and weapon training, when fighter talent are in replacement of normal fighter bonus feat and bravery, allowing a lot more options.

    Kelazan's Fighter


    I think Kelazan's weapon master talent is something I more or less like put add to any homebrew fighter.

    Adaptive feat might be too good and/or require too much book-keeping, though.

    I say just give more feats. I have said it before, but I think the fighter should just repeat the feat progression of it's first 4 levels.

    Like so:

    1 Feat
    2 Feat
    3 No Feat
    4 Feat
    5 Feat
    6 Feat
    7 No Feat
    8 Feat
    9 Feat
    10 Feat
    11 No Feat
    12 Feat
    13 Feat
    14 Feat
    15 No feat
    16 Feat
    17 Feat
    18 Feat
    19 No Feat
    20 Feat

    That is just 4 extra feats, but they conceivably help a lot. They can add an additional feat chain in this manner. Add in an ability that lets weapon spec. apply to different weapons and you actually have someone who can fight with multiple weapons! Wow! Just like a fighter should be able to!


    My solution was to play a Warblade. I used Iron Heart manuevers and did not have a supernatural flavor in any way. It was very cool when, on occasion, I would block a ray from an enemy sorcerer with the flat of my greatsword. One of my buddies played a Vow of Poverty Monk. This was in 3.5. We were very happy with our power level amongst the casters.

    YMMV

    The Exchange

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    My first facetious thought was, "The fighter shall always win initiative." Which would certainly hurt spellcasters, particularly against fighters with any feats that, you know, inhibit spellcasting on a hit or crit. But I'm not really convinced the fighter (as played, not as theorycrafted) needs a lot of help. You play a fighter crush enemies and see them driven before you (lamentations optional). Which the class does pretty well at already.


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    Lincoln Hills wrote:
    My first facetious thought was, "The fighter shall always win initiative." Which would certainly hurt spellcasters, particularly against fighters with any feats that, you know, inhibit spellcasting on a hit or crit. But I'm not really convinced the fighter (as played, not as theorycrafted) needs a lot of help. You play a fighter crush enemies and see them driven before you (lamentations optional). Which the class does pretty well at already.

    Any reasonable mechanic that is detrimental to spellcasters is a plus in my book. Definitions of reasonable, however, vary widely.

    Additionally, Lamentations are never optional. The tears give you strength!

    RPG Superstar 2012 Top 16

    I did an upgrade of the fighter, condensing many of his per-level abilities down to what they were...low level abilities that scaled, NOT high level abilities.

    If you consider his bonus feats as subbing for lack of spells, the fighter ended up with like 6 class abilities, and some bonus feats. It was kind of disgusting.

    So I rewrote many of his class abilities for more flexibility and usefulness. Weapon Training, Armor Trianing, Bravery and the Expertise became non-stat scaling bonuses I could use to measure and tack onto other feats.

    Modifying feats was interesting. I could see why Paizo doesn't want to do it. A fighter getting more out of a feat then other classes is...confusing. That's why Rage Powers, which are great uses of a feat, are confined to Rage users, and don't have any use for non-Rage users. The fact that Fighters use feats that anyone else can use basically prevents Fighters from getting really good feats....because, for some reason, writing feats that reference fighter class abilities seems to, like, never happen.

    I also made a distinction between fighters who don't use magic of any kind, and those who do. I expanded that to include ki pools, rage rounds, and other stuff that is eventually supernatural or even spell like, and I gave them bonus stuff. I even called them "Mundane".

    here's Level 1:

    ======================================
    Level 1: Mundane, Training Mastery, School of Fighting, Feat Master
    Mundane: As long as the fighter has no magical ability (including rage pools, grit pools, ki, innate powers, SU, Spell-like, spellcasting, etc), he gains extra benefits from Training.

    Training Mastery (Mundane): If Fighter is his favored class, the fighter can train his FC bonus, and gain 2 of any different FC benefits, (i.e. hp + skill point, Hp + alternate, NOT hp + hp).
    If training to increase hit points, the fighter gains an extra hit point (not to exceed maximum by Fighter hit dice).
    If training for other purposes, the fighter either gains twice the normal benefit, or completes the training in half the normal time. (i.e. swapping skill points/feats/etc).

    Techniques: The fighter gains knowledge of two bonus Combat Feats at every level normally indicated (1, 2, 4, 6, etc) and two Training Feats at every other level (3, 5, 7, etc). However, he may only have a number of the Feats Active equal to his Fighter level. These Feats are taken from the Fighter Techniques list. A fighter may also allocate his General Feat from levels to his Techniques list, if gained as part of a Fighter level.
    The Fighter may reallocate his Active Feats from among his Feats Known with an hour of practice, meditation, stretching, or other form of preparation.
    He may swap out/retrain a Feat Known at every Fighter level if he wishes to without time or cost.
    His Feat Pool does not include his general Feats gained from leveling, only his class features.
    A Fighter ignores Stat and Feat pre-reqs for Feats in his Feat Pool.
    A fighter violating his Mundane restriction loses the 2nd bonus Feat at each level, and the Feat Pool. He also loses access to other class features. Focus on your training, sir!
    Combat Feats are those Feats with the Combat descriptor.
    Training Feats are feats that affect a Saving Throw, Movement, or a skill. Iron Will, Skill Focus, Die Hard & Endurance, and Alertness are all Training feats.

    School of Fighting: At level 1, the Fighter declares his School. This is analogous to the Ranger Weapon Style, but goes somewhat deeper.
    First, the Fighter declares his favored weapon to go with the School and style. This is his Primary Weapon.
    The fighter declares an additional weapon to complement his first one. This weapon is also always considered part of his Primary Weapon Group. Additionally, if wielded at the same time as his Primary weapon, it shares in any Weapon Focus/Spec bonuses that the Primary Weapon has.
    (Mundane) The fighter gains a +1 dmg with each weapon in his Primary Weapon Group.
    The fighter gains access to Feats of his weapon style at the same levels as a ranger (see ranger weapon styles). He may purchase these feats with his bonus feats or general feats as he desires. He ignores any and all pre-reqs when taking those feats.
    Alternatively, a self-trained fighter may set up a new school of fighting, with prior DM approval of a feat list.

    ----There we go. He now gets a damage bonus at first level; a dual wielder with long and short gets the same bonuses with both weapons when used together, while someone good with a bow can also be good with a knife.
    ---We’ve established he’s going to get a lot of Feats, and some of these are going to be non-combat Feats he can use to bolster himself in other ways.
    ---We’ve established that he now has a pool of Feats he can swap in and out with some time to meet a situation as it requires, alternating between in and out of combat uses as need be.
    ---We’ve made sure that if he multi-classes into a magical class, he doesn’t carry over the benefits, making him a less attractive dip. In a way, it’s like an alignment restriction, only the restriction is ‘magic/no-magic’.
    ====================
    Here's the Fleet feat, redone as a potential fighter Technique:

    Fleet (Training)
    Your movement rate increases by +5 feet in light or no armor.
    Fighter: Your movement rate instead increases by 5 feet x your Armor Training bonus, if higher. Armor Training makes a Fighter eligible for this Technique even in heavy armor, eventually Medium and heavy armor are treated as light armor with Armor Training).
    (Training, Mundane): If you have Expertise, your 5 foot step is instead the equal of your Fleet movement bonus.
    ---Since you can take Fleet multiple times, this is just a scaling Feat effect. He eventually gets to outrun a Fleet barbarian by 5’.

    ==Aelryinth


    This thread might be of use to you:

    http://paizo.com/threads/rzs2qtj6?In-This-Thread-We-Fix-the-Fighter

    in it I posted this:

    -Combine Tactician Fighter archetype into base Fighter/whatever fighter archetype the player plays.

    -Allow all weapon specific feats (weapon focus, weapon specialization, improved critical) to affect entire fighter weapon groups.

    Custom Feat:
    Might over Magic
    prerequisites: Disruptive, Spellbreaker, Fighter level 12
    Benefit: Increase the DC adjustment of Disruptive by another +2. Additionally, the Fighter can take a -5 penalty to an attack roll to target an ongoing spell effect against an AC of 15+ the effect's caster level. If the Fighter succeeds at hitting this AC, the effect is dispelled, dealing half the Fighter's normal damage to the creature enhanced by the effect.


    Adam B. 135 wrote:


    Custom Feat:
    Might over Magic
    prerequisites: Disruptive, Spellbreaker, Fighter level 12
    Benefit: Increase the DC adjustment of Disruptive by another +2. Additionally, the Fighter can take a -5 penalty to an attack roll to target an ongoing spell effect against an AC of 15+ the effect's caster level. If the Fighter succeeds at hitting this AC, the effect is dispelled, dealing half the Fighter's normal damage to the creature enhanced by the effect.

    How about this then?

    Magical Bastion
    Prerequisites: Disruptive, Combat Patrol, Combat Reflexes, Might over Magic, Mobility, Spellbreaker, Fighter level 14
    Benefit: when using Combat Patrol to threaten a wider area, any spell whose effect includes target or square within the your threatened area is subject to an attack of opportunity. The AC of the spell is determined as per the Might over Magic feat. On a successful hit, the spell is dispelled and has no effect. You also gain one extra opportunity attack a round specifically for attacks of opportunity against spells.


    Excaliburproxy wrote:
    Adam B. 135 wrote:


    Custom Feat:
    Might over Magic
    prerequisites: Disruptive, Spellbreaker, Fighter level 12
    Benefit: Increase the DC adjustment of Disruptive by another +2. Additionally, the Fighter can take a -5 penalty to an attack roll to target an ongoing spell effect against an AC of 15+ the effect's caster level. If the Fighter succeeds at hitting this AC, the effect is dispelled, dealing half the Fighter's normal damage to the creature enhanced by the effect.

    How about this then?

    Magical Bastion
    Prerequisites: Disruptive, Combat Patrol, Combat Reflexes, Might over Magic, Mobility, Spellbreaker, Fighter level 14
    Benefit: when using Combat Patrol to threaten a wider area, any spell whose effect includes target or square within the your threatened area is subject to an attack of opportunity. The AC of the spell is determined as per the Might over Magic feat. On a successful hit, the spell is dispelled and has no effect. You also gain one extra opportunity attack a round specifically for attacks of opportunity against spells.

    That is sickeningly cool. I like that idea! The tank that can protect from both monsters and wizards? Count me in.


    Personally I don't see fighter need any boost as long as it can beat rogue. The reason why we think fighter sucks because no class could be arcane casters at late levels. They failed to make rogue effective against them. It can all be fixed if they allow rogue to be undetected by magical means as long as they are not wearing magical items, and help rogue with his will saves, the balance will be restored.

    However, fighter will still be sucking compare to paladin, they is what we should aim to fix. I believe fighter's bravery should should eventually be the same as paladin's aura if not the same. It's so unless as a class feat.

    Secondly. weapon training should improve. Fighter should never fight with one weapon. If we can make weapon training give the same bonus to all other weapon groups the fighter has chosen, he will effectively have 3 back up weapon groups to fight with so he may chance tactic like all real fighters do. This is how I would fight as a fighter, shooting bow, drop it, charge with my spear, then drop it once it's broken. Fight with my sword, draw dagger once it got disarmed, keep fighting and never stop even if I only have my teeth left. That's how a real fighter should be. So if we can give the same bonus to all those weapon groups. The fighter will have other tactic and weapon he may use.

    Lastly, armor mastery. It's not bad, but with just this, it's not good enough to make fighter better than paladin in a fight. We want those two class to be close to equal. Paladin can self heal while fighter can hardly be disarmed, yet paladin will win because he has spells and divine bond. So what if we give 5 feet of blindsight at level 11? If the fighter is truly blind, the blindsight range is double. Now it will be interesting because fighter is now able to see invisible things when they get close enough and can somewhat ignore sneak attack. Also giving many players the chance of playing the blind swordman they want to play so badly without sucking so much. Now mechanical wise, paladin is still better. However, it allow fighter to survive more ways then they normally could. Best part we make fighter exceed at fighting assassins and thieves like the class was created to do, that's what all fighter meant to be.


    1. Don't boost Fighters, nerf Rangers and Paladins! And all spell-casters. But not Rogues. They're ok :)

    2. Ok, Bravery and Skill Points could use a boost. But otherwise, see Point 1 :)


    Something I was toying with was the idea of letting Fighters automatically damage a targeted opponent. This way, no matter what defences your pesky Wizard has up, your experience means you can always find a way to hurt them somehow and invoke Concentration checks.

    Something along the lines of starting at 5th level, full attack action, attack as usual to inflicts minimum of 1 damage regardless of defences, invulnerabilities, etc. Increases by 1 every 5 full levels. Cannot reduce opponent to below 1hp.

    If ranged, must make an attack and expend ammunition, etc. as usual. If melee, can be used even if PC is pinned, grappled, etc.

    At 10th level, damage can be applied to all targets threatened by the Fighter (as long as Fighter not prone, paralyzed, immobile, etc.).

    Would need a lot more detail, but that's the rough idea.


    A couple others I did, as I prefer minor and slow changes to gauge any ripple effects, was to add a character's shield bonus (+enhancement bonus) to Reflex saves. In addition, bravery adds its normal bonus as mentioned above in one of my other posts, but also reflects the uses per day a fighter may ignore or end an ongoing mind-affecting effect. We're still trying to decide if the uses per day should be lowered, but over all, it is working as intended.

    We have had way too many cases of fighters being mind controlled and killing party members - specifically, killing the casters they were trying to protect in one round. Fighter damage, I feel, is fine. Fighters maintaining control of their characters, is not.


    Da'ath wrote:
    Fighters maintaining control of their characters, is not.

    Going in a tangent here but in your opinion, is it an issues with the fighter or issues with the system allowing Players to lose control of their PCs (with relatively low level spells)?


    Laurefindel wrote:
    Da'ath wrote:
    Fighters maintaining control of their characters, is not.

    Going in a tangent here but in your opinion, is it an issues with the fighter or issues with the system allowing Players to lose control of their PCs (with relatively low level spells)?

    In my opinion, it seems to be an issue with fighters and rogues, specifically. More often than not, they bomb their saves on these sorts of things due to their poor Will saves and have to put in a heavy investment to try to compensate for it, with returns that don't seem to balance out. I have no problem with controlling effects overall and realize anecdotal evidence is not evidence, but almost everytime we've had a TPK or near TPK it has been due to me targetting our rogue or fighter with a controlling effect.

    i hope that makes sense and answers your question - if not, I'll be glad to try again or discuss it further when I get back from the library:)


    I do not think anything is wrong with the fighter.

    <pauses for incredulous looks>

    I think it's more that the fighter is becoming an outdated concept, or has reached this point already. The design scheme these days favors more versatile PCs, and Pathfinder as a game is hurting for expanded noncombat options. The designers gave us Ultimate Campaign, which is fantastic. It does not craft diplomatic combat though, and similar areas which would require a skill revamp. I wish we'd had this foresight when PF was going through its initial revision and the developers were discussing skills--hardly anyone had feedback in comparison to the classes themselves, and skills went largely unchanged. Hindsight is 20/20, though.

    What I'd like to see is fighter divided into different and more versatile classes. The tactical warlord is a strong contender for one of them. Until then, I think Da'ath's list is a good, straightforward set of updates* that bring the fighter forward and towards the new schema, and are updates which have enjoyed a lot of popular support.**

    * I say updates as opposed to changes deliberately here, as I see what is going on as more of an evolution.

    ** Among these more versatile versions should still be a "vanilla" flavored warrior as part of the draw of the fighter IS that s/he is simple, straightforward and that's an important demographic.


    Custom Feats to help the melee fighters match up to Archers.

    Sudden Strike
    Prerequisites: BaB 3, Strength 13, Dex 13
    A fighter may strike suddenly. When making a full-attack action with a Melee Weapon, you can attack one additional time this round. All of your attack rolls take a –2 penalty when using Sudden Strike. Additionally, when not making the Full Attack action, a Fighter may make an additional melee attack as a swift action with a -5 penalty to their attack roll.

    Great Blow
    Prerequisites: BaB 6, Power Attack
    On the first melee attack a fighter makes every round, the Fighter doubles the damage bonus gained from Strength and from Power attack.

    Fierce Dual Wielder
    Prerequisites: Fighter 1
    The Fighter may use his strength score instead of his dexterity score to qualify for feats that apply to two-weapon fighting, or that require two-weapon fighting to take. Additionally, his off-hand weapon gains 100% of power attack's bonus damage instead of 50%.

    Also, a general improvement to Vital Strike.

    Vital Strike (all): Multiply Power Attack Damage along with weapon dice. Normal pathfinder multiplication applies. Aka the power attack damage is tripled if using Vital strike with Great Blow.

    RPG Superstar 2012 Top 16

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    Fighter Skill Points:

    Brave and Skilled (replacing Bravery): Every time your Bravery bonus improves, you gain a new Fighter class skill of your choice, and additional skill points equal to your fighter class level.

    ---Which means your Fighter ends up with +5 Class skills of your choice, and 7 skill points per level, slowly acquiring them over levels from additional training...kinda like the real world. He'll end up with 1 more per level then a ranger, somewhere about 18th.

    So you can start him out with 2 skill points at level 1, and watch him mature over time.

    Makes him look forward to Bravery bonuses, too.

    ==Aelryinth


    PD wrote:

    Something I was toying with was the idea of letting Fighters automatically damage a targeted opponent. This way, no matter what defences your pesky Wizard has up, your experience means you can always find a way to hurt them somehow and invoke Concentration checks.

    Something along the lines of starting at 5th level, full attack action, attack as usual to inflicts minimum of 1 damage regardless of defences, invulnerabilities, etc. Increases by 1 every 5 full levels. Cannot reduce opponent to below 1hp.

    If ranged, must make an attack and expend ammunition, etc. as usual. If melee, can be used even if PC is pinned, grappled, etc.

    At 10th level, damage can be applied to all targets threatened by the Fighter (as long as Fighter not prone, paralyzed, immobile, etc.).

    Would need a lot more detail, but that's the rough idea.

    What about letting a Fighter, when using a weapon he has weapon focus for, treat the opponents AC as if it was a save? In other words, if you exceed their AC with your attack roll, you do full damage, but if you fail, you still deal half damage.


    Here ya go:

    FIGHTER

    TABLE: THE FIGHTER (HD: d10)
    Level Special
    1st Bravery (1 step), combat expertise, fighter talent
    2nd Bonus feat, weapon aptitude, weapon training
    3rd Fighter talent, versatile weapon use
    4th Bonus feat, grit (1/day)
    5th Fighter talent, mettle
    6th Bonus feat, onslaught of blows, vital strike
    7th Bravery (2 steps), fighter talent
    8th Bonus feat, grit (2/day), threat assessment
    9th Fighter talent, warlord
    10th Bonus feat, improved weapon aptitude
    11th Advanced fighter talent, improved onslaught of blows
    12th Bonus feat, grit (3/day)
    13th Advanced fighter talent, bravery (immune to fear)
    14th Bonus feat, unstoppable
    15th Advanced fighter talent
    16th Bonus feat, greater onslaught of blows, grit (4/day)
    17th Advanced fighter talent, supreme warlord
    18th Bonus feat, greater weapon aptitude
    19th Advanced fighter talent, fighting spirit
    20th Bonus feat, grit (5/day), weapon mastery

    Saving Throws: Good Fortitude, Reflex, and Will saves.
    Skills:

    Spoiler:
    All fighters automatically receive one free rank per class level in Endurance and in Knowledge (warfare). In addition, for each class level, choose a specialized form of military training to receive; that level, you gain 1 bonus rank in one applicable skill. Examples include cavalry (Handle Animal), corps of engineers (Craft: construction), infantry (Survival), marine (Profession: sailor), medic (Heal), officer (Diplomacy), and sapper (Profession: mining); others may be added with referee approval.
    These are treated as class skills, but do not count against the fighter’s total number of skill points.
    Class Skills: Athletics, Bluff, Craft (all), Diplomacy, Handle Animal, Heal, Knowledge (Linguistics), Perception, Profession (all).
    Skill Points per Level: 2 + Int modifier.

    Favored Class:
    Spoiler:
    When gaining a level of fighter as a favored class, rather than choosing +1 hp or skill point, you can instead select one of the following options:
  • Critical Focus: Choose a weapon with which you have at least Martial proficiency. Add a +1 circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus of +4, at which point this ability is equivalent to the Critical Focus feat for that weapon). This bonus does not stack with Critical Focus.
  • Maneuver Mastery: You gain a +1 class bonus to your CMB with one type of maneuver (e.g., overrun, trip, etc.). The effects stack, but the maximum bonus in any one category gained in this manner cannot exceed +1, with an additional +1 per 4 class levels you possess.
  • Weapon and Armor Proficiency:

    Spoiler:
    A fighter has Martial proficiency with all weapons and shields, and is proficient with all armor (heavy, medium, and light). Additionally, you gain Exotic proficiency in one shield or one weapon of your choice. You can choose to give up your exotic shield or weapon proficiency to gain Dodge as a bonus feat instead.

    Bravery (Ex):

    Spoiler:
    Starting at 1st level, when subjected to a [Fear] effect, the severity is lessened by one category (e.g., severe to moderate). You can shrug off effects that would normally leave another person shaken. At 7th level, the severity of [fear] conditions are reduced by two steps. At 13th level, you are immune to fear and [fear] effects.

    Combat Expertise (Ex):

    Spoiler:
    All fighters are skilled at defending themselves in battle. You gain Combat Expertise as a bonus feat at 1st level, even if you do not meet the prerequisites.

    Fighter Talent (Ex):

    Spoiler:
    Starting at 1st level, and at each odd-numbered level thereafter, select one talent from the Fighter Talents list (Appendix A). Fighter talents are similar to feats, but are obtainable only by fighters and are generally more powerful. Talents that are designated as [Strikes] or [Stances] follow those general rules, as outlined in Chapter 5.[spoiler]

    Bonus Feat: [spoiler]At every even-numbered class level, you can select any combat feat, stance feat, or strike feat for which you meet the prerequisites. For purposes of qualifying for combat feats that require a minimum attribute score, treat your relevant score as the sum of the actual score + half your fighter level. For example, if your actual Dexterity is 12, you could still potentially qualify for the Improved Two-Weapon Fighting feat (prerequisite of Dex 15) at 6th level.
    Sneak Attack: Alternatively, a bonus feat can be traded for sneak attack (as the Rogue class feature of the same name). If this option is selected, sneak attack damage is 1d6 for each time you select this option (so that a fighter spending all bonus feats on Sneak Attack would have sneak attack +10d6 at 20th level). Sneak attack is always capped at a maximum of 1 die per 2 character levels (rounded up), no matter how many sources of stacking sneak attack damage you have access to.

    Weapon Training (Ex):

    Spoiler:
    Fighters are experts with all weapons. Starting at 2nd level, you gain the following benefits:
  • For purposes of meeting the prerequisites of other feats, you are always treated as having the Weapon Focus and Weapon Specialization feats.
  • When attacking with a manufactured or natural weapon or unarmed attack, you gain a bonus on damage equal to half your class level. Your training is so ingrained that this is considered a racial bonus, rather than a competence bonus.
  • You gain a +1 competence bonus to your CMD against weapon maneuvers (disarm, sunder, etc.) and saving throws against spells targeting any weapon you are wielding (e.g., grease, heat metal, shatter, warp wood). This bonus increases by an additional +1 per 4 levels after the 2nd (maximum +5 at 18th level). At 20th level, you cannot be disarmed.
  • Weapon Aptitude (Ex):

    Spoiler:
    Starting at 2nd level, each morning, you can choose to spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies to a specific weapon or weapons group (such as the Weapon Focus feat). You must have the newly-designated weapon available during your practice session in order to make this change. You can adjust any number of your feats or talents in this way, and you need not adjust them all in the same way.

    Versatile Weapon Use (Ex):

    Spoiler:
    Starting at 3rd level, all manufactured and natural weapons you wield are treated as if they dealt bludgeoning, piercing, and slashing damage.

    Grit (Ex):

    Spoiler:
    Starting at 4th level, your toughness and resolve to defeat your enemies allows you to perform heroic deeds. You gain 1 daily use of this “grit” per 4 class levels you possess. Spending one point of “grit” allows you to do any of the following:
  • Activate the effects of one [Strike] feat or ability on any hit, even if the activating conditions are not met;
  • Gain the effects of one Hero Point (see Chapter 1) without actually using one of your own hero points;
  • Gain the use of one combat feat whose prerequisites you meet for 1 round (if you have more than one round of use available, you can spend them simultaneously so as to gain the use of more than one feat that round);
  • Instantly stabilize and remain conscious when reduced to 0 hp or below, but not slain (you are staggered, but do not fall unconscious and begin dying if you take a standard action).
  • Starting at 16th level, if you have at least two uses of grit remaining, you can spend all of your remaining uses to avoid death from hit point damage. Regardless of the source of the attack that would have killed you, you are left alive (at –1 hit points, or lower if you were already below –1), unconscious, and stable.

    Grit is restored at the beginning of each day. You cannot “save up” grit from previous days; any uses not spent are lost when your full number of uses is restored. You can regain spent uses (up to your daily maximum) before the next day in the following ways:

  • Each time you confirm a critical hit in the heat of combat, you regain 1 grit. Confirming a critical hit on a helpless or unaware creature, or on a creature that has fewer Hit Dice than half your character level does not restore grit.
  • When you use grit as part of an attack that reduces a creature to 0 or fewer hit points in the heat of combat, you regain 1 grit use.
  • Mettle (Ex):

    Spoiler:
    Starting at 5th level, if you make a successful Fortitude or Will save against an attack that would normally have a lesser effect on a save (such as any spell with a saving throw of Fortitude Partial), you instead completely negate the effect.

    Onslaught of Blows (Ex):

    Spoiler:
    At 6th level, when making iterative attacks you suffer no attack penalty for the second attack with any given weapon (i.e., the first iterative attack), including off-hand weapons; the effects of this ability are reflected in Table 1. If your base attack bonus improves from other classes and you gain a third iterative attack in that manner, the normal -5 penalty applies to it. For example, a 6th level fighter attacks at +6/+6; a 3rd level fighter/3rd level ranger attacks at +6/+1.

    Vital Strike (Ex):

    Spoiler:
    Even when not making iterative attacks, the fighter has an edge over other combatants. At 6th level, you gain Vital Strike as a bonus feat.

    Threat Assessment (Ex):

    Spoiler:
    By 8th level, your experience in fighting combatants of all styles and levels of skill allows you to accurately size up new opponents. After studying a creature within 60 ft. for 1 round (which requires a swift action on your part), you can tell by the way it moves how skilled in combat it is likely to be:

    Base Attack Bonus Assessment
    +0 Untrained
    +1 to +5 Competent/trained
    +6 to +10 Extremely experienced
    +11 to +15 Exceptionally skilled
    +16 to +20 World-class
    +21 or higher Godlike

    You can also assess the type of threat the primary type of threat it presents (magical, melee, ranged, supernatural). A creature intentionally concealing its prowess is entitled to a Bluff check; in that event, you must succeed at an opposed Perception check to learn the information given. Any creature in disguise with at least one rank in Perform (acting) is assumed to be Bluffing as to its prowess, in accordance with its assumed role.
    On a larger scale, you can scan the battlefield as a move action to learn which enemy within 60 feet of your current position has the highest base attack bonus. This assessment includes only those enemies you can see.

    Warlord (Ex):

    Spoiler:
    Starting at 9th level, your reputation as a war master grants you advantages when dealing with others. You gain the benefits of Skill Synergy (Bluff, Diplomacy) as a bonus feat. In addition, you can attract a body of men-at-arms led by an above-average fighter. This works similarly to the Leadership feat (Chapter 5), using your ranks in Knowledge (Warfare) rather than Diplomacy, but you can attract only fighters, warriors, or experts with this ability.
    Instead of maintaining a standing army, you can choose to keep some or all of your leadership potential unallocated. Thereafter, whenever you demoralize an opponent or defeat a creature in combat but spare its life, you can choose to have that creature join your service on the spot, renouncing its former loyalties in the process. The target receives a Will save (DC 10 + half your fighter level + your Charisma modifier) to resist, and is subject to your normal CR limitations.
    Special: If you establish a stronghold, you receive a noble title appropriate to the size and usefulness of the lands you clear around your stronghold. Thereafter, you gain income in the form of rent, which you can use to support your men-at-arms and stronghold. Being a noble provides you with substantial input into the political and world-building aspects of the campaign, as you can lobby the king (or other potentate) directly; in game terms, this allows you limited GM-like powers of fiat when it comes to national affairs (subject to agreement between you and the referee). Note that your title isn’t just frills; it also carries the responsibility of aiding your liege in times of war―unless you prefer to openly rebel, which starts a new adventure at a time when you might have more important things going on.

    Improved Weapon Aptitude (Ex):

    Spoiler:
    At 10th level, you gain Exotic proficiency with all weapons and shields. Even if exposed to a totally unfamiliar weapon from a completely different technology level, you can become proficient with it after handling it for one round. You also gain Catch Off Guard as a bonus feat.
    In addition, you have the ability to recall the vital statistics and important quirks of practically all known commercially available weapons. This includes, but is not limited to, their general level of reliability as well as all vital statistics—material composition, ammunition capacity, caliber, possible outfitted accessories, etc.

    Advanced Talent (Ex):

    Spoiler:
    Starting at 11th level, each time you would gain a new talent, you can select an advanced talent instead, from the list of Advanced Fighter Talents below. If you cannot meet any of the prerequisites for a new advanced talent, you can select a regular talent instead.

    Onslaught of Blows, Improved (Ex):

    Spoiler:
    At 11th level, when making iterative attacks you suffer no attack penalty for the second or third attacks with any given weapon (including off-hand weapons); the effects of this ability are reflected in Table 1. If your base attack bonus improves from other classes and you gain a fourth iterative attack in that manner, the normal -5 penalty applies to it. For example, an 11th level fighter attacks at +11/+11/+11; a 6th level fighter/5th level ranger would attack at +11/+11/+6, and a 3rd level fighter/8th level ranger attacks at +11/+6/+6.

    Unstoppable (Ex):

    Spoiler:
    Starting at 14th level, your actions can no longer be interrupted by immediate or pre-emptive (delayed/readied) actions. Those actions can still occur, but do not prevent your own actions from being completed.

    Onslaught of Blows, Greater (Ex):

    Spoiler:
    A fighter of 16th level or above suffers no iterative attack penalties; all of your attacks are made at your full attack bonus.

    Supreme Warlord (Ex):

    Spoiler:
    Starting at 17th level, your martial prowess is near-legendary. After one round of combat with you, certain opponents must save vs. Will (DC 10 + half your class level + your Charisma modifier) or break from the fight and attempt to surrender to you. For this ability to apply, the opponents must meet the following criteria:
  • CR no higher than your CR –5;
  • Intelligence greater than 2 and less than your class level;
  • Primarily martial (melee or ranged) combatants;
  • Must not have a leader of CR greater than or equal to yours.
    Creatures affected by this ability immediately become Indifferent rather than Hostile, and can be affected by Bluff or Diplomacy thereafter. If you refuse to accept their surrender, affected creatures flee, demoralized, and will refuse to fight you or your allies thereafter.
    Any number of creatures in battle or led by creatures in battle with you can be affected, as long as they can see you and/or they are led by another affected creature. You can potentially sway entire armies in this manner, across tribal, racial, and national boundaries.
  • Greater Weapon Aptitude (Ex):

    Spoiler:
    At 18th level, your aptitude with weapons is so great that you can instinctively apply training and methods learned with one weapon to others, without the need for additional practice. From this point on, the effects of all talents and feats you possess that normally apply only to a specific weapon, type of weapon, or weapons group (Improved Critical, Weapon Focus, etc.) automatically apply to all weapons you wield.

    Fighting Spirit (Ex):

    Spoiler:
    Starting at 19th level, you no longer automatically fail saving throws on a roll of 1 (you still fail the save if your total result fails to equal or beat the DC, however).

    Weapon Mastery (Ex):

    Spoiler:
    At 20th level, you cannot be disarmed. All your critical threats are automatically confirmed, and you treat the critical multiplier of weapons you wield as one higher than normal (a ×2 becomes a ×3, for example).


    Ruggs wrote:
    Until then, I think Da'ath's list is a good, straightforward set of updates* that bring the fighter forward and towards the new schema, and are updates which have enjoyed a lot of popular support.**

    Thanks. Two of the last concepts I and my group have been discussing for fighters are:

    1. Adopting Lemmy's teamwork changes to fighters (they get solo tactics and may select teamwork feats as well as combat feats for their bonus feats). A lot of Lemmy's ideas have been "on a roll" with my group for rogue and fighter.
    2. Weapon Diversification. We do NOT like the warblade weapon aptitude mechanic of the warblade or similar mechanics. We do, however, believe it was a step in the right direction. The idea that the fighter is able to designated additional weapons for any feat he has that applies only to a single weapon (such as Weapon Focus). We're giving thought to allowing the fighter to apply these feats to any weapon group he has selected with Weapon Training. What this means is that the fighter could select four groups (bows, blades {heavy}, polearms, and hammers, for example) and be able to be more versatile with his fighting style. The wizard, for example, flies off - he drops his sword and retrieves a bow - his skill with his primary means of offense - weapons - is not significantly diminished.

    I'm still hammering out the details, but I think the above 2 will be all that's needed to make me happy with the fighter in my home setting.


    I really like Kirth's fighter. Very nice. Particuarly the "Warlord" feature.


    Robert Carter 58 wrote:
    I really like Kirth's fighter. Very nice. Particuarly the "Warlord" feature.

    Kirth does good work. I often find myself comparing this or that mechanic I'm working on to his rules to see if he's done it different and/or better (same with Laurel and a few others).

    Sovereign Court

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    FIGHTER BASIC TRAINING:
    You are a skilled combatant with more than one trick up your sleeve.
    Prerequisites: fighter level 3rd.
    Benefits: You gain two combat feats.

    Sovereign Court

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    FIGHTER VETERAN:
    You are a seasoned veteran of many campaigns.
    Prerequisites: Fighter Basic Training, fighter level 7th.
    Benefits: You gain two combat feats.

    Sovereign Court

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    FIGHTER CHAMPION:
    You are a deadly opponent and tough men and women seek your leadership.
    Prerequisites: Fighter Veteran, fighter level 11th.
    Benefits: You gain two combat feats. In addition, if you have the leadership feat, you add +5 to your leadership score and your cohort can be of a level equal to yours minus one. If you do not have the leadership feat, you instead gain the Toughness feat in addition to the two combat feats provided.


    9 levels of divine spellcasting!

    Sovereign Court

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    FIGHTER WEAPONSMASTER:
    You are one of the most feared combatant of your age.
    Prerequisites: Fighter Champion, fighter level 13th.
    Benefits: You gain two combat feats. If you have the leadership feat, you can three times a day as a swift action inspire all allies within 90 feet to perform admirably under duress, thus granting them the use of any one of your feat for a duration equal to 3 rounds plus 1 round per STR bonus. They need not qualify for this feat. If you do not have the leadership feat, you can rage as per the barbarian rage ability for a duration of 3 rounds plus 1 round per STR bonus (you can use your rage modified STR for the purposes of this duration).

    Sovereign Court

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    ULTIMATE FIGHTER:
    You are the best at what you do.
    Prerequisites: Fighter Weaponsmaster, fighter level 15th.
    Benefits: You gain two combat feats. If you have the leadership feat, you can once a day as a swift action inspire all allies within 90 feet to perform legendary deeds, thus granting them the Penetrating Strike feat and a bonus to attack rolls equal to your fighter level for a duration equal to 3 rounds plus 1 round per STR bonus. If you do not have the leadership feat, once a day as a swift action you instead gain an immunity to nonlethal damage, death effects, bleed effects, energy drain, ability drain, negative energy effects, petrification, paralyzation, mind-affecting effects, critical hits and precision-based damage (such as sneak attack damage) for a duration of 1 round per STR bonus (you can use your rage modified STR for the purposes of this duration).


    Pathfinder Lost Omens, Rulebook Subscriber

    Fighter Bonus Feats - Fighter does not have to meet any ability score requirements for these feats. Proficiency is reached by repeated drilling and martial aptitude. (Could use this to justify the horrible 2 SP's for the class, but...)

    SP: 4 - Generally fighters are regarded as the individuals that become Lords and Kings (except for Conan). How can you be a good one with no skills besides the ability to wield a weapon and use armor.

    The only class I feel comfortable with having 2SP's is the Wizard, but that's something for a different thread.

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