My revised fighter


Homebrew and House Rules


2 people marked this as a favorite.

Since I have seen a lot of people sharing their revisions of the fighter lately I thought I would share mine too.

I tried to keep it simple and not reinvent the wheel here, I just picked and choose already existing abilities that would add to the fighter's versatility and survivability.

I added Martial Flexibility and Resolve and I changed Bravery and made a change to Armor Training to adjust how the Fighter receives DR. I also bumped up skill points and added a couple of class skills.

My Revised Fighter

One thing to note, in my game two-weapon fighting and two-weapon defense only require a Dex of 13.

Let me know what you think.


I wanna read your fighter rewrite, bro, but the link won't let me. :(


Ethereal Gears wrote:
I wanna read your fighter rewrite, bro, but the link won't let me. :(

Well I am not sure why, it works for me even when logged out and on another computer. So here is an alternate link on google.

My Revised Fighter

Try that.


Jeremy757 wrote:
Ethereal Gears wrote:
I wanna read your fighter rewrite, bro, but the link won't let me. :(

Well I am not sure why, it works for me even when logged out and on another computer. So here is an alternate link on google.

My Revised Fighter

Try that.

1. You should remove all other Weapon Trainings besides I and buff WT by adding a critical hit confirmation bonus. One of the main issues of Fighters is that their damage doesn't scale too well past level 11. Extra critical confirmation could help. GIving the choice of extra weapon groups beyond the first seems overkill to me with the rest of the skeleton.

2. I don't like the idea of giving Martial Flexibility AND so many bonus feats. At least the Martial Master archetype gets MF later and trades things for it. I know you just want to give out cool stuff but it seems overkill. The Fighter is already one of the best classes for the first few levels. Remove some bonus feats, p[erhaps make it at the same pace as the Brawler.

3. Remove Armor Mastery and the DR. That DR has always been crap because it never stacked with adamantine. Instead, you should simply armor training -- make it grant +1 AC and -1 ACP per rank and that's it, no fiddling with max Dex.

4. I don't know if killing an enemy or scoring a critical is comparable with defeating the target of your challenge, which is limited by uses per day of the Challenge ability. Perhaps you could sacrifice three uses (the amount of uses granted by Extra Martial Flexibility) of Martial Flexibility to regain one charge of Resolve.

So in summary, remove DR, remove extra max Dexterity on armor, add raw +AC, remove Weapon Training II, III, IV and V since they always sucked and they don't fit this fighter, change regaining Resolve into something less recurring, remove Armor Mastery altogether (a shit feature honestly), add some critical confirmation to Weapon Training, remove some bonus feats.


My purpose in doing this revision was to create a simple upgrade to the class and to not make significant changes to what the fighter can already do. I want to add on, without taking much away.

Secret Wizard wrote:


1. You should remove all other Weapon Trainings besides I and buff WT by adding a critical hit confirmation bonus. One of the main issues of Fighters is that their damage doesn't scale too well past level 11. Extra critical confirmation could help. GIving the choice of extra weapon groups beyond the first seems overkill to me with the rest of the skeleton.

A bonus to hit IS a bonus to critical confirmation. So if you ditch weapon training to add a bonus to only critical confirmation it is a wash. Actually it is worse because you loose damage bonus. Maybe adding a additional bonus to critical confirmation on top of weapon training might be appropriate, but weapon training seems fine as is so I didn't do anything with it.

Secret Wizard wrote:


2. I don't like the idea of giving Martial Flexibility AND so many bonus feats.

I do. I currently play a Viking fighter and I could see absolutely no reason not to dip a level of brawler to pick up Martial Flexibility. It allows the fighter to temporarily pick up those situational feats that you don't want to waste a permanent feat slot on.

Secret Wizard wrote:


At least the Martial Master archetype gets MF later and trades things for it.

Only one level later.

Secret Wizard wrote:


I know you just want to give out cool stuff but it seems overkill. The Fighter is already one of the best classes for the first few levels. Remove some bonus feats, p[erhaps make it at the same pace as the Brawler.

And it can be one of the worst classes in the late game. This doesn't necessarily solve that but at least it allows him to deal with situational issues that he might not have been able to deal with before.

The pace is slightly faster because he gets it 3 levels after the brawler does.

Secret Wizard wrote:


3. Remove Armor Mastery and the DR. That DR has always been crap because it never stacked with adamantine. Instead, you should simply armor training -- make it grant +1 AC and -1 ACP per rank and that's it, no fiddling with max Dex.

Couldn't disagree more.

Secret Wizard wrote:


4. I don't know if killing an enemy or scoring a critical is comparable with defeating the target of your challenge, which is limited by uses per day of the Challenge ability. Perhaps you could sacrifice three uses (the amount of uses granted by Extra Martial Flexibility) of Martial Flexibility to regain one charge of Resolve.

It is meant to mimic the way the Swashbuckler gets her panache back.

Secret Wizard wrote:


So in summary, remove DR, remove extra max Dexterity on armor, add raw +AC, remove Weapon Training II, III, IV and V since they always sucked and they don't fit this fighter, change regaining Resolve into something less recurring, remove Armor Mastery altogether (a s%&# feature honestly), add some critical confirmation to Weapon Training, remove...

Like I said in my first post, I am trying NOT to reinvent the wheel.


Quote:
My purpose in doing this revision was to create a simple upgrade to the class and to not make significant changes to what the fighter can already do. I want to add on, without taking much away.

And what I'm saying is that you added too much.

Quote:
I do. I currently play a Viking fighter and I could see absolutely no reason not to dip a level of brawler to pick up Martial Flexibility. It allows the fighter to temporarily pick up those situational feats that you don't want to waste a permanent feat slot on.

Yes, and I'm sure a Wizard would like to wear heavy armor with no penalty.

Fighters can retrain bonus feats to adapt to situations. I've always thought that was where Fighters should be better at - retraining a certain number of feats per week or something, after practicing with a weapon.

I had read MF starting on level 1 so my bad on that though. At level 4 it's more acceptable.

Quote:

And it can be one of the worst classes in the late game. This doesn't necessarily solve that but at least it allows him to deal with situational issues that he might not have been able to deal with before.

The pace is slightly faster because he gets it 3 levels after the brawler does.

It's, bar none, the highest martial damage dealer at level 20 save for perhaps the Gunslinger.

The problems it has is, from about 12th level to 20th, not having enough damage (because it relies so much on auto confirm for criticals) and, from about 8th to 20th, having shit saves. I see you went out to fix some of this stuff with Resolve, and I tried to say something that would help for the former problem to make the crit confirmation jump less sharp.

But that doesn't mean you need to make the class THE BEST CLASS for levels 1 to 11th by just piling features on.

I think Martial Flexibility is the most egregious offender here of free power. I'd like it MUCH more if you tied it up to Resolve -- for example, allow the use of a Resolve charge to gain a bonus feat for 1 minute. Don't let the Fighter get MORE feats than that first feat. Try to bake stuff together to make the class more cohesive.

Quote:
It is meant to mimic the way the Swashbuckler gets her panache back.

I know, and I'm saying that the feature is much stronger than panache, which is why Samurai can't regain a ton of Resolve per day like Swashbucklers do.

Quote:
Like I said in my first post, I am trying NOT to reinvent the wheel.

But your changes are way too diffused. If you were really NOT trying to do that, you'd paint with smaller strokes.

Revised suggestions:
1. Remove Martial Flexibility. Allow Resolve to be spent to gain bonus feats temporarily as a swift action from level 4th on, but don't allow to gain more than 1 feat.
2. Simplify armor training and weapon training.


Link works now. Cheers. So, I think this basically seems up to snuff. As someone's who's tried a few different approaches to fighter rewrites lately, usually ones involving a lot more wheel-reinventing than this, I can say that as far as a minimalist "fighter fix" goes this seems alright. If it steps on the Brawler's or Samurai's toes a bit, frankly I think those classes are in the same camp as the base line PF Fighter; i.e. they need a power boost. I would personally favour a far bigger rehaul of the whole fighter class, but in its category I think this revision does a good job.

The only suggestion I can come up with is possibly delaying martial expertise and resolve a bit, so maybe they come online at level 2 and 3, which are a bit empty anyway, just to make it less exceedingly dipilicious. Otherwise, kudos.

EDIT: Oh! I somehow missed the Resolve regain mechanic, sorry. That might actually warrant a look-over. Maybe they should be able to only regain it via daring acts like the gunsligner alternate rule or something? I tried something like that for a regainable ability for one of my fighter re-dos.


Jeremy757 wrote:


Secret Wizard wrote:


1. You should remove all other Weapon Trainings besides I and buff WT by adding a critical hit confirmation bonus. One of the main issues of Fighters is that their damage doesn't scale too well past level 11. Extra critical confirmation could help. GIving the choice of extra weapon groups beyond the first seems overkill to me with the rest of the skeleton.
A bonus to hit IS a bonus to critical confirmation. So if you ditch weapon training to add a bonus to only critical confirmation it is a wash. Actually it is worse because you loose damage bonus. Maybe adding a additional bonus to critical confirmation on top of weapon training might be appropriate, but weapon training seems fine as is so I didn't do anything with it.

I just realized I misread what you wrote. You want to add the bonus to confirmation on top of weapon training. I can understand that and might consider doing it, but I wouldn't get rid of access to additional weapon groups to do it. I want to preserve versatility not remove it.


If you want to improve/preserve versatility, you need to remove power somewhere else.

The Brawler is a fully functioning class with NOT A SINGLE BOOST TO ATTACK BEYOND FULL BAB. It has some glaring issues (low AC for example), but it's also a class with a very limited number of features but a great number of possibilities.

Simplicity is important.


Secret Wizard wrote:
Quote:
My purpose in doing this revision was to create a simple upgrade to the class and to not make significant changes to what the fighter can already do. I want to add on, without taking much away.

And what I'm saying is that you added too much.

Revised suggestions:
1. Remove Martial Flexibility. Allow Resolve to be spent to gain bonus feats temporarily as a swift action from level 4th on, but don't allow to gain more than 1 feat.
2. Simplify armor training and weapon training.

Oh, okay, I think I understand better what you are saying. I'll consider and think about giving him a Ki or panache like martial power that combines resolve and martial flexibility together.

RPG Superstar 2012 Top 16

Points: Martial Expertise: Don't restrict the ability score, simply waive ability score reqs for all combat feats, and done. Feats with reqs higher then 13 tend to require you to be higher level, anyways.

Armor Training: Specifically let the DR stack with adamantine armor and feats that grant DR...but not other classes.

Weapon Training: I suggest a Primary weapon group, and multiple Secondary Weapon groups. At 17th level getting +1 with a group of weapons is a non-starter. Have the primary get the best bonus, and the secondary be 1 less. So at 17th level, your bonus is +4 with primary and +3 with all secondary groups.

Instead of Duty, which implies a liege and service, call it Obdurate or Martial Focus.

Kirth has a good idea in having Resolve also affect the staggered/dazed/stunned line automatically.

I personally cut back on the class skills relative to you, but let the Fighter pick any 2 as class skills. For instance, Climb and Swim are inappropriate for plains dwellers or desert warriors. I also let them add a Class skill and another skill point/level every time Bravery tinged. So they start out with low skill points, but end up with more then a ranger and 7 class skills of their choice, the ultimate in skill customization.

at 19, is the DR 6 a typo? I would take Armor Training to +5. For Armor Mastery, I would do: If the modified ACP of the armor you are wearing is +0, you treat it as a second skin and have no maximum dex limit for that armor. You also take no movement penalties with it whatsoever.

Armor Training...why are you increasing the max dex a fighter may not have? Would it not be more appropriate to be just like a monk and simply award a dodge bonus, which is basically the same thing, but insures a fighter can make use of his class ability? If he has high dex, he can wear lighter armor, mithral or celestial like everyone else.

I will note that I do NOT consider a +1 to a class ability an appropriate level ability for a class. If that was the case, a wizard would never gain new spells, only +1 caster level to his old spells! I know you are going for simplicity, but I do urge you to put something unique and flavorful in all the dead levels (basically levels 10-17).

==Aelryinth


Quote:
Armor Training...why are you increasing the max dex a fighter may not have? Would it not be more appropriate to be just like a monk and simply award a dodge bonus, which is basically the same thing, but insures a fighter can make use of his class ability? If he has high dex, he can wear lighter armor, mithral or celestial like everyone else.

Agree. Increasing Max Dex is silly, plus it forces the fighter to spend points in STR/DEX/CON and something for Will saves.

Quote:
I will note that I do NOT consider a +1 to a class ability an appropriate level ability for a class. If that was the case, a wizard would never gain new spells, only +1 caster level to his old spells! I know you are going for simplicity, but I do urge you to put something unique and flavorful in all the dead levels (basically levels 10-17).

Disagree hard.

Verdant Wheel

Jeremy757,

I definitely think Aelryinth's idea about tacking on Compounding Skill Points lined up to your Duty class ability (which I agree needs a rename) would fit quite well with your revision.

that is, standard fighter class skills and skill points (2+INT), then increasing to 3/4/5/6/7(+INT) per level at level 2nd/6th/10th/14th/18th.

but... Obdurate?

RPG Superstar 2012 Top 16

It basically means stubborn, which reflects him changing Bravery to compulsions and stuff. Duty definitely does not fit.

==Aelryinth


Aelryinth wrote:


Armor Training: Specifically let the DR stack with adamantine armor and feats that grant DR...but not other classes.

The stacking rules are pretty well set in stone and I don't plan to change that. Unless you can point me to another class feature that lets DR stack.

Aelryinth wrote:


I personally cut back on the class skills relative to you, but let the Fighter pick any 2 as class skills. For instance, Climb and Swim are inappropriate for plains dwellers or desert warriors. I also let them add a Class skill and another skill point/level every time Bravery tinged. So they start out with low skill points, but end up with more then a ranger and 7 class skills of their choice, the ultimate in skill customization.

No. I would prefer skills and skill points work just like every other class. I have no desire to invent and add new subsystems to this fighter.

Aelryinth wrote:


Armor Training...why are you increasing the max dex a fighter may not have? Would it not be more appropriate to be just like a monk and simply award a dodge bonus, which is basically the same thing, but insures a fighter can make use of his class ability? If he has high dex, he can wear lighter armor, mithral or celestial like everyone else.

I'm confused by this comment, the only thing I changed about Armor Training is to add DR. The bonus to max dex is RAW.


Jeremy757 wrote:
Aelryinth wrote:


Armor Training: Specifically let the DR stack with adamantine armor and feats that grant DR...but not other classes.
The stacking rules are pretty well set in stone and I don't plan to change that. Unless you can point me to another class feature that lets DR stack.

It's like Iron Man. Is Iron Man the suit or is it Tony Stark? Is it specifically Tony Stark in the suit? The fighter is still a fighter without his equipment, but he'll mess you up when he's got it. Well, maybe thats wishful thinking.


has anyone actually played a martial master with martial flexibility and martial versatility before they go on about a fighter rewrite?


Pendagast wrote:
has anyone actually played a martial master with martial flexibility and martial versatility before they go on about a fighter rewrite?

I haven't, but my fighter in the game I play in has a level of brawler. Fighters as they are currently written greatly benefit from a 1 level dip into brawler.

RPG Superstar 2012 Top 16

Jeremy757 wrote:
Aelryinth wrote:


Armor Training: Specifically let the DR stack with adamantine armor and feats that grant DR...but not other classes.

The stacking rules are pretty well set in stone and I don't plan to change that. Unless you can point me to another class feature that lets DR stack.

Aelryinth wrote:


I personally cut back on the class skills relative to you, but let the Fighter pick any 2 as class skills. For instance, Climb and Swim are inappropriate for plains dwellers or desert warriors. I also let them add a Class skill and another skill point/level every time Bravery tinged. So they start out with low skill points, but end up with more then a ranger and 7 class skills of their choice, the ultimate in skill customization.

No. I would prefer skills and skill points work just like every other class. I have no desire to invent and add new subsystems to this fighter.

Aelryinth wrote:


Armor Training...why are you increasing the max dex a fighter may not have? Would it not be more appropriate to be just like a monk and simply award a dodge bonus, which is basically the same thing, but insures a fighter can make use of his class ability? If he has high dex, he can wear lighter armor, mithral or celestial like everyone else.
I'm confused by this comment, the only thing I changed about Armor Training is to add DR. The bonus to max dex is RAW.

Kindly look at the Armor Master Archetype for precedent on the DR stacking with Adamantine. By extending it to feats, you allows Stalwart to also stack with it...meaning the fighter might actually be able to get DR similar to a barbarian.

The bonus to max Dex was also done away with by the Viking Subtype and turned into a straight AC bonus. It's one of the weakest parts of the class. Just make it an AC bonus (dodge).

Or, to put it another way, I'm level 8 and wearing a Mithral BP. The max dex limit on such is 22. I've an 18 Dex, being a normal character. I cannot take advantage of my classes +2 to Dex limit because I DON'T HAVE THE DEX TO DO SO.
If it was a +2 Dodge bonus, it wouldn't be a worthless bonus to me.

If you're going to make some changes, don't feel afraid to push the envelope a little. That's what class features DO. I mean, Barbs get one class feature that doubles their DR, if they want it. That's what you have to compare to.

And giving people a reason to wear adamantine heavy plate is a bonus!

==Aelryinth


Aelryinth wrote:
Kindly look at the Armor Master Archetype for precedent on the DR stacking with Adamantine. By extending it to feats, you allows Stalwart to also stack with it...meaning the fighter might actually be able to get DR similar to a barbarian.

Thanks for pointing that out.

Aelryinth wrote:

The bonus to max Dex was also done away with by the Viking Subtype and turned into a straight AC bonus. It's one of the weakest parts of the class. Just make it an AC bonus (dodge).

They also loose the ability to wear heavy armor. I know I play one.

Aelryinth wrote:

Or, to put it another way, I'm level 8 and wearing a Mithral BP. The max dex limit on such is 22. I've an 18 Dex, being a normal character. I cannot take advantage of my classes +2 to Dex limit because I DON'T HAVE THE DEX TO DO SO.

If it was a +2 Dodge bonus, it wouldn't be a worthless bonus to me.

No, but it isn't completely worthless, you do benefit from spell buffs and giving a straight up dodge bonus seems like overkill to me, especially if I decide to let DR stack.


Revision 2

I've combined resolve and martial flexibility into a single power pool, I've made DR stackable and added an additional bonus to confirm crits. Also I have changed the name of duty, just for Aelryinth.

Right now I am thinking of other uses for Martial power, but for now I have left it at what I originally had.


I like it, my only thoughts are that:

1. Martial Expertise shouldn't really be granting auto-13 to STR, DEX and CON... I know it's not overpowered, but Fighter is already a great dip. Allowing Dex builds to have easy access to Power Attack is a whole can of worms. Plus, most Fighters want 14 in every physical stat.

2. The rest is fine I guess. I really like this as a base class. I just think that the whole weapon training still feels meh. The worst part of the Brawler is the Maneuver Training, because, realistically, it will only have a noticeable effect for two or three maneuvers. Nobody really cares about WT III and IV. How about replacing those with new features for Resolve? Perhaps one that allows you to add some enhancement speed as a free action for one round instead of WT III, and another that let's you ignore critical hit immunity for one round instead of WT IV. Then, make WT I and II give the same bonus to two groups.


Secret Wizard wrote:

I like it, my only thoughts are that:

1. Martial Expertise shouldn't really be granting auto-13 to STR, DEX and CON... I know it's not overpowered, but Fighter is already a great dip. Allowing Dex builds to have easy access to Power Attack is a whole can of worms.

Allow it only for fighter's bonus feats?

RPG Superstar 2012 Top 16

Adamant has physical connotations in this game ;)

Obdurate has stubbornness. Adamant Will would also work, if you're willing to go two words.

The idea that I can only make use of my class ability if someone else buffs me up to use it sticks in my craw.

Your Viking fighter gave up heavy armor, which he can get back through a feat or a dip in many other classes, and gets a flat AC bonus as he levels, regardless of his dex score. That's definitely better then a raise dex limit effect. I would simply extend the courtesy to all fighters. There's a reason why the Viking is considered a superb fighter template...AND it was designed years after the core fighter.

The auto-13 should basically only be for the purpose of taking fighter bonus feats. In short, you have to keep leveling as a fighter to make use of it. Sort of the same way you have to keep leveling as a ranger to ignore the reqs on the ranger bonus feats.

==Aelryinth


Obdurate is an arcane word I hadn't heard of. That's flavor by thesaurus, instead of flavor by connotation. You doing it wrong.


Secret Wizard wrote:
Obdurate is an arcane word I hadn't heard of. That's flavor by thesaurus, instead of flavor by connotation. You doing it wrong.

Hah! Read more.


It wouldn't be the end of the world if you removed the weapon groups from the document. It would make the process of viewing it a pinch easier.

My recommendation for Adamant is that you remove it from the class table at levels 6, 10, 14, and 18. Then, change the bonus to +1/2 fighter level, maxing at +10 instead of +5. Using the fighter's base WIll save and your existing Adamant bonus, he still comes out less brave than a bard. Changing it to 1/2 level should fix that.


necromental wrote:
Secret Wizard wrote:

I like it, my only thoughts are that:

1. Martial Expertise shouldn't really be granting auto-13 to STR, DEX and CON... I know it's not overpowered, but Fighter is already a great dip. Allowing Dex builds to have easy access to Power Attack is a whole can of worms.

Allow it only for fighter's bonus feats?

That is how it is already worded.


Secret Wizard wrote:

I like it, my only thoughts are that:

1. Martial Expertise shouldn't really be granting auto-13 to STR, DEX and CON... I know it's not overpowered, but Fighter is already a great dip. Allowing Dex builds to have easy access to Power Attack is a whole can of worms. Plus, most Fighters want 14 in every physical stat.

How about instead the fighter picks a ranger combat style and he can ignore prerequisites for the feats listed in that style?

My main point in this feature is to allow someone to focus on Strength or Dex but still get a feat for the opposite ability score without investing the points in that score. Like being able to build a sword and board fighter without having to invest a bunch of points in Dex just so you can pick up two-weapon fighting.

Secret Wizard wrote:


2. The rest is fine I guess. I really like this as a base class. I just think that the whole weapon training still feels meh. The worst part of the Brawler is the Maneuver Training, because, realistically, it will only have a noticeable effect for two or three maneuvers. Nobody really cares about WT III and IV. How about replacing those with new features for Resolve? Perhaps one that allows you to add some enhancement speed as a free action for one round instead of WT III, and another that let's you ignore critical hit immunity for one round instead of WT IV. Then, make WT I and II give the same bonus to two groups.

I have been hesitant to yank anything out of the fighter, but your view seems to be in the majority. I will give it some thought.


Secret Wizard wrote:
Obdurate is an arcane word I hadn't heard of. That's flavor by thesaurus, instead of flavor by connotation. You doing it wrong.

It also doesn't sound very soldier or warrior-like. I can't imagine a general telling his soldiers how tough and obdurate they are.

I'm willing to entertain any synonyms that have a more warrior-like feel.


Ciaran Barnes wrote:
It wouldn't be the end of the world if you removed the weapon groups from the document. It would make the process of viewing it a pinch easier.

I will do this on the next update, for your viewing pleasure.

Ciaran Barnes wrote:
My recommendation for Adamant is that you remove it from the class table at levels 6, 10, 14, and 18. Then, change the bonus to +1/2 fighter level, maxing at +10 instead of +5. Using the fighter's base WIll save and your existing Adamant bonus, he still comes out less brave than a bard. Changing it to 1/2 level should fix that.

Alternatively, how about getting rid of the progressive bonus and just letting the fighter substitute his CON for his WIS when rolling to resist fear, charm and compulsions. Though that may be overkill or just not make sense.


Martial Expertise (Ex)
Combat training can surpass inherent ability. The fighter adds half his class level to his attributes for purposes of meeting combat feat prerequisites.

It doesn't encourage stat dumping (a 5 STR/INT fighter could otherwise still pick up Power Attack/Combat Expertise), rewards having moderate ability scores (14 Dex fighter can eventually pick up 17 Dex prereqs), scales with Fighter levels instead of benefitting dips, and feels less like a band-aid patch.

Also, if you're going to keep weapon groups, how about an ability that lets Weapon Focus et.al. count for all weapons in the group if you have it for one of them.


Klarth wrote:
Also, if you're going to keep weapon groups, how about an ability that lets Weapon Focus et.al. count for all weapons in the group if you have it for one of them.

In my game Weapon Focus is house ruled so that you pick a weapon group and gain the bonus with all weapons in the weapon group you are proficient in.

Verdant Wheel

though it may be beyond the scope of what you are willing to entertain, i am of the opinion that the fighter needs not only additional feats, but also the means to change some out at a more frequent interval than every four friggin' fighter levels. and, Martial Versatility represents the opposite extreme.

i allow my fighter, in addition to permanent bonus feats (as written, unchanged), to prepare a certain number of feats each morning at their option, by extending and changing the Weapon Training concept to 1st level.

this keeps the Brawler, an advanced class, distinct while adding to the gameplay of the Fighter.


rainzax wrote:

though it may be beyond the scope of what you are willing to entertain, i am of the opinion that the fighter needs not only additional feats, but also the means to change some out at a more frequent interval than every four friggin' fighter levels. and, Martial Versatility represents the opposite extreme.

i allow my fighter, in addition to permanent bonus feats (as written, unchanged), to prepare a certain number of feats each morning at their option, by extending and changing the Weapon Training concept to 1st level.

this keeps the Brawler, an advanced class, distinct while adding to the gameplay of the Fighter.

Ciaran Barnes posted an entire fighter rewrite based around that concept last month. It is pretty good.

I personally prefer to be able to gain temporary feats on the fly than preparing feats at the beginning of the day.

Verdant Wheel

for the sake of argument, two comments.

one is I highly value the playstyle difference between Wizard and Sorcerer, and provide in my game an analogous difference between a prepared feat-user (Fighter) and a spontaneous feat-user (Brawler).

two is that I tend to view Brawler as an advanced class, preferably out of the hands of a new player who might be tempted to look through a book of feats in the middle of a combat round (as opposed to an advanced player who might have several feats pre-memorized, etc).

Ciaran has some pretty cool homebrew stuff, yes.


Implacable is a word that may work for you.

Verdant Wheel

Adamant isn't terrible like Duty and Obdurate and Implacable are.

Mettle?
it is after all in the fighter's descriptive text...


rainzax wrote:


Mettle?
it is after all in the fighter's descriptive text...

That is definitely one to consider.

RPG Superstar 2012 Top 16

Mettle is already used in the greater context of the game as the ability for taking no secondary effects on making a Will or Fortitude save (so, largely against poisons). I.e. it's another physical description.

You need a word that describes mental fortitude, focus, and strength. I personally used Resolve, kicking the samurai and cavalier to the curb, but my ability is broader then yours. You don't tell your soldiers they are obdurate, they simply ARE. It's another word for very, very stubborn, with a submeaning of resistance to being persuaded. It fits what you are doing perfectly. Trying to sway the fighter from his course with your petty magic? not going to work.

Ideally, the fighter should have permanent feats all the time; secondary feats he could swap each day; and temporary feats he could grab if he had need of them. All are useful and all have their place.

I simply had weapon focus double your weapon training bonus with the weapon. Shut down the whole spec tree need to one feat, and scaled evenly.

==Aelryinth

RPG Superstar 2012 Top 16

Secret Wizard wrote:


Quote:
I will note that I do NOT consider a +1 to a class ability an appropriate level ability for a class. If that was the case, a wizard would never gain new spells, only +1 caster level to his old spells! I know you are going for simplicity, but I do urge you to put something unique and flavorful in all the dead levels (basically levels 10-17).

Disagree hard.

Let me put it this way.

The paladin gets Cha to all saves. Realistically speaking, his charisma is going to go up over levels. But Cha to saves takes up ONE class features, and its hugely strong.

Bravery goes up 1/4 levels, and somehow takes up FIVE class feature slots, despite the fact it sucks. Come again?

The natural armor bonus Rage Power goes up 1/3 levels, but takes ONE Rage Power.

Fighter Dex limit from Armor Training goes up 1/4 levels, maxes out at a lower level, you have to have a high Dex to take advantage of it, and takes FOUR class abilities.

So, no. I consider a '+1' taking up an entire class feature to be blatant laziness and bad design.

Weapon Training: You gain +1 TH/DMG with a weapon group. This bonus increases by +1 per 4 additional fighter levels.

There. It's a ONE LEVEL ability. And it scales. Just like Smites and Rage Powers and SPellcasting do.

==Aelryinth


Aelryinth wrote:
Mettle is already used in the greater context of the game as the ability for taking no secondary effects on making a Will or Fortitude save (so, largely against poisons). I.e. it's another physical description.

Great word though.


Ciaran Barnes wrote:
Aelryinth wrote:
Mettle is already used in the greater context of the game as the ability for taking no secondary effects on making a Will or Fortitude save (so, largely against poisons). I.e. it's another physical description.
Great word though.

It is and I may use it anyways. I see contagious mettle, torturer's mettle and totemic mettle, but I don't see a pathfinder class with a class ability that uses just mettle.

I remember there being a D&D class that used it but I don't think that counts for my purposes.


Revision 3

replaced Martial Expertise with combat style.

Changed Adamant to +1 every 3 levels.

Replaced Weapon Training 3 and 4 for some boosts to critical hits.

rearranged some abilities.


For the combat styles, you should clarify. Does the fighter gain combat style fears in addition to bonus feats? I assume not, but the class feature still needs clarity.

It would be helpful if you moved the table so it appears on a single page.

I think your critical chain I'd too much. By 20th level, he could easy have a 15-20 x5 crit.


Yeah, I'd change the level 20 capstone. Other than that, this looks very good.


Revision 4

I changed the capstone so it doesn't add to the critical multiplier and I added a confirm crit ability to martial power.

Making the fighter the king of crits I think is a good thing.


making the fighter the king of crits at every level you mean.

But yeah, i love this now and wished paizo loved this too.

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