
Swallowed Pride |
The fighter is an amazing class already. All fighter strong points are the variety of the class, Great Hp, Attack Bonus, and super amount of feats.
Fighters by standard can dish damage with a full round attack but the feats can supplement his options. With vital strike feats he can keep DPR up even at times when he can't full round. A STR fighter usually gets power attack and qualifies for things like sunder and bull rush, INT get combat expertise and maybe trip or feint and DEX fighters might want to try unarmed strikes and grapples. Dodge and mobility will allow plate wearing fighters to run around the field to aid other classes in gaining flank bonuses.
His role seems more to being a jack of all trades or a one trick pony depending on how the feats get spent. Sure he can blow all of his feats to do one thing well like +22 to trips with stats and items and all of his feats will let him do stuff like provide more opportunities to trip and extra attacks on successful trips or other crazy examples. Alternately he can spend his fighter feats on combat stuff and generic feats on whatever and be good at a number of things. Like skill focusing social skills or buffing up his bad will with Iron Will.
If the goal is to make the fighter as good as classes with abilities that have limited uses a day then make fighter specific feats that only work a few times a day. Things that are really good but not tied into each other. Feats that get OP from taking all of them will just auto build the character to taking... all of the bravery feats. The Feats need to be good enough that people consider taking them over other great feats and they need to stand on their own so people don't justify taking bravery feats cause Battlefield Commander becomes near unlimited use or so Old Soldier doesn't give players +10 to climb and swim or +20 when doubled. Bonuses that high and the player could have a 1 in STR and would still be likely to pass DC's. Plenty of these feats are obtainable from 2 and up and a 10 fighter with old soldier will probably only put one rank in those skills for class bonus. Not to mention all the other frail swimmers in the party who won't need to worry. Two feats can grant +10 to swim and climb for the party. That is a crazy effective bonus worth 80 points total. The worst part is old soldier pays for itself granting an extra use to Battlefield Commander for those instances of sheer cliffs or raging rivers. Hopefully the party does both in one day so the fighter can use it more than once in these now trivial situations.

kyrt-ryder |
The fighter is an amazing class already. All fighter strong points are the variety of the class, Great Hp
2 more HP per level than the Wizard (except at first level where it's a gap of 4), unless the Wizard has a higher con (which he can usually afford) in which case the gap shrinks. It's not uncommon to have Wizards with almost as much HP as Fighters.
Attack Bonus
Compared to what? Sure Fighter's have the best always-on attack bonus after Weapon Training kicks in (assuming they have the same level of Magic Weapon of course) but Rage is better for most of play
super amount of feats
Except most PF feats suck, and even then Rangers and Monks only get 5 fewer feats and get to skip prereqs.

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Also he is trying to give the flexibility out of combat. I would happily drop my dorm down some in order to ha e more things to do in social encounters. Which to me are arguably more important. Not only that making it so he only needs a few ranks in swim and climb and can help the party arent bad things this means he can spend thise valuable skill ranks else where and help his party out of combat. Hey look the wizard doesn't have to cast spider climb to get up anything they see they have to climb that means they benefit too. Why because they get to keep that spell slot for something else.

Swallowed Pride |
Swallowed Pride wrote:The fighter is an amazing class already. All fighter strong points are the variety of the class, Great Hp2 more HP per level than the Wizard (except at first level where it's a gap of 4), unless the Wizard has a higher con (which he can usually afford) in which case the gap shrinks. It's not uncommon to have Wizards with almost as much HP as Fighters.
Quote:Attack BonusCompared to what? Sure Fighter's have the best always-on attack bonus after Weapon Training kicks in (assuming they have the same level of Magic Weapon of course) but Rage is better for most of play
Quote:super amount of featsExcept most PF feats suck, and even then Rangers and Monks only get 5 fewer feats and get to skip prereqs.
I mentioned attack bonus because it is a common requirement on available feats. Stalwart feats are bad for most classes simply due to the level it is available. Dropping a feat to get up to 5 DR is awful at 8th level or more for wizardry classes but at 4th level I'm pretty sure this feat has uses. Hell wizards will never qualify for the upgraded version within the 20 levels. Generally speaking feats are only terrible within relativity. The fact that Fighter attack bonus is among the top with other melee classes and the vastness of feats he gets means the fighter can create some mad effective combinations that other classes can only dream of.
I suppose spells are the things that other classes get that the fighter can only dream of. Wait a tick... can't one just buy magic items? So the fighter can be an incredibly amazing Swiss army knife and do cool stuff like fly, turn invisible or heal his allies. Along with a UMD skill for consumable items like scrolls and wands. As I seem to recall there aren't too many magic items that grant feats.
Fighters are titans as it is and can become quite ridiculous with an archetype or 1 level in most any other class. Fighter with 1 barbarian get a sweet rage ability and increased movement. Fighter with rogue get 1d6 added onto all of his attacks while flanking or while foes are flat footed and nets him trapfinding. The class with feats to spare on skill focuses can easily obtain trapfinding and rogue already works well with his melee abilities. 1 level in wizard gets the fighter endure elements, grants him energy resistance 5 to one energy he wants when he preps spells, and the ability to enlarge himself along with familiar alertness and bonuses to super juice skills, saves or initiative.
The fighter has something that any class can benefit from. The fighter has options. Branching to a different class does not disprove his versatility but actually enhances it.
On a side note any fighter with a little buddy like a squirrel or something sounds great for RP so there are other motives for doing this sort of stuff.

Malwing |

Fighter and wizard at late levels Angel Summoner and BMX Bandit: http://youtu.be/zFuMpYTyRjw
On the subject; I did feel that fighter is built for versatility but its low skill count and mundaneness hinders it from getting a lot of love, so I think courage as a subflavor will leave it room to gain more (Ex) abilities by virtue of being ridiculously brave. Honestly I have no idea why the class with bravery isn't outright immune to fear effects when another is.

Adam B. 135 |

Swallowed Pride, Malwing, and Divineshadow please try to keep the Discussion of the Fighter's balance out of this thread. This is not a place for balance discussion. It is for gauging interest and gathering ideas together for these "bravery" feats.
Please do not take this post as me being mean, its just that this really is not the forum section for this.

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Swallowed Pride, Malwing, and Divineshadow please try to keep the Discussion of the Fighter's balance out of this thread. This is not a place for balance discussion. It is for gauging interest and gathering ideas together for these "bravery" feats.
Please do not take this post as me being mean, its just that this really is not the forum section for this.
Sorry not what I was trying to do there. Was trying to explain the reason for the OP's idea. A and I think our OP has taken his leave lol.

aetherwisp |
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Ssalarn, I commend your ingenuity, and a lot of these ideas are both well-designed and flavorful! But unfortunately, it seems to me that this project's goals are at least partly self-defeating, and I wonder if you could offer your thoughts on this.
The primary goal of this supplement appears to be expanding the fighter's narrative power and options out of combat, and simultaneously addressing the weakness of the bravery class feature, by giving the class a range of feat options that extend bravery to other applications, functionally making the fighter more adroit both in and out of combat. The other major goal of the supplement is to do this without invalidating existing core materials -- i.e. without making abilities that are "strictly better" than existing abilities.
The core of your solution is frankly brilliant: in order to buff the fighter without also boosting other classes, create a bunch of feats that amplify an underwhelming, fighter-exclusive ability by tying it to other abilities. This mostly keeps the new feats from creeping into other classes while solving the first goal of shoring up bravery's deficiencies.
My concern, though, is that one of two things will result from this proposed supplement. (Note: I'm here assuming that one of the major premises of your project -- the claim that fighters lack narrative power relative to other classes -- is true. I agree with the claim, but I think it's important to make that underlying assumption explicit.)
1) In order to access these new abilities, the fighter must spend their primary class resource -- combat feats -- on bravery feats, making feat choice a tradeoff between additional combat effectiveness (or more traditional skill feats) and making bravery useful. This, in itself, isn't a bad thing! BUT if this tradeoff doesn't seem to be worthwhile, or if it's on an even footing with the fighter's existing options, the fighter isn't any less "behind the curve" overall in comparison with other classes.
2) The other possible outcome is that if Bravery feats do sufficiently expand the fighter's narrative power to bring them closer to par with other classes, they functionally become "must-pick" feats for any player who wants their fighter to be useful out of combat. Implicitly, this invalidates existing material -- because even without making a "strictly better" version of other feats, if bravery feats are significantly more attractive/viable than the others available to fighters, existing feats become relatively poor options. Moreover, this devalues fighter archetypes that replace bravery, because they get locked out of access to these options without a comparable replacement.
Ultimately, it seems like the only way to make the fighter better in comparison to other classes involves changing the fighter class in some way -- which means (yes, even in this case) either buffing the old class features/options, or introducing new ones which render the old obsolete. I don't think it's possible, by definition, to have it both ways.

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Ssalarn, I commend your ingenuity, and a lot of these ideas are both well-designed and flavorful! But unfortunately, it seems to me that this project's goals are at least partly self-defeating, and I wonder if you could offer your thoughts on this.
The primary goal of this supplement appears to be expanding the fighter's narrative power and options out of combat, and simultaneously addressing the weakness of the bravery class feature, by giving the class a range of feat options that extend bravery to other applications, functionally making the fighter more adroit both in and out of combat. The other major goal of the supplement is to do this without invalidating existing core materials -- i.e. without making abilities that are "strictly better" than existing abilities.
The core of your solution is frankly brilliant: in order to buff the fighter without also boosting other classes, create a bunch of feats that amplify an underwhelming, fighter-exclusive ability by tying it to other abilities. This mostly keeps the new feats from creeping into other classes while solving the first goal of shoring up bravery's deficiencies.
My concern, though, is that one of two things will result from this proposed supplement. (Note: I'm here assuming that one of the major premises of your project -- the claim that fighters lack narrative power relative to other classes -- is true. I agree with the claim, but I think it's important to make that underlying assumption explicit.)
1) In order to access these new abilities, the fighter must spend their primary class resource -- combat feats -- on bravery feats, making feat choice a tradeoff between additional combat effectiveness (or more traditional skill feats) and making bravery useful. This, in itself, isn't a bad thing! BUT if this tradeoff doesn't seem to be worthwhile, or if it's on an even footing with the fighter's existing options, the fighter isn't any less "behind the curve" overall in comparison with other classes.
2) The other possible outcome is...
Thanks for joining the thread! And apologies to everyone else who was conversing without me providing input, I had a very busy weekedn and didn't get very much time online.
Let me start by touching on your first point, that is, the comparative expenditure of resources. While I've been busily chugging away on refining and tuning these feats, my link from earlier will show that one of the first batches I did included feats that addressed each combat maneuver, allowign the Fighter some unique facility with that maneuver and the ability to add his Bravery bonus to it. As you're probably aware, Combat Maneuvers are very expensive (typically 3+ feats per maneuver to get full facility out of it), and oftentimes highly situational. So these Bravery-based maneuver feats are essentially a cheap buy in, providing you a small scaling bonus that eventually outstrips that given by the normal feat chains without giving you all of the extra attacks and special abilities involved. If you want to be really good at tripping, you could take both sets, but the real goal here is to lower the opportunity cost for you to "dip a toe" into a maneuver. Because of this set up, you're actually gaining more combat options and flexibility; if it turns out trying to be a trip master was a bad idea because the campaign was full of creatures that are either impossible or effectively impossible to trip, you're only trading out one feat. Even if you decide to stick with it, you've still only had to allocate a small portion of your resources, and while you won't get all the normal goodies as seen in the Imp. and Greater versions, you're still uniquely competent. So, scaling bonuses, lower opportunity cost without serious overlap of existing feats, greater total flexibility for the Fighter.
As to option 2-
Part of your concern is specifically why I tied the feats to Bravery. It's individually pretty terrible, so turning it into a pseudo-Qinggong archetype for the Fighter helps keep core competitive. When you look at some of the stuff that Bravery gets traded for you start seeing how even the Paizo team recognizes its weakness; almost universally when Bravery gets traded, it is traded for something substantially better, like the Roughrider's Steadfast Mount or the Lorewarden's trading Bravery +1 for the entry feat required for the bulk of maneuvers. The Bravery feats aren't going to completely invalidate the existing chains; some of them will be more focused or lack the the abilities that are key to their core counterparts, but they will expand the FIghter's total flexibility and make him more the warleader and master of all weapons that he is supposed to be. I think most people who decide to use the feats will probably find that they end up taking a specific selection of bravery feats that open up their swift action for use and either complement an intended path or give them that extra trick they can bust out every now and then.

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So there was a lot of fun ideas and good insight that came from this discussion, and I thought that I'd let everyone who participated know that it bore fruit.

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Fruit for the fruit god!
And lo, he tasted of it's sweet nectar and did find it pleasing. And then did he say unto those who followed the way of fruit "Go forth, and purchase yon belinked supplement, that your Fighters may be fruitful and multiply".
***Edit***
Just to be clear, these are Bravery feats, not Martial Fertility feats, though that would certainly impact the argument regarding narrative power betwixt martials and casters....