Aegi Inspired Fighter


Homebrew and House Rules


Fighter

Aegis

I love the Aegis as a martial. So I took its easily customize-able nature and tried to replicate that with the fighter. I also introduced the idea of non-AC defenses. I effectively lowered the AC of the fighter by altering the role of armor training in the class. The overall damage of the class should be reduced, but it should be better during the moving rounds. Now an Aegis can get flight. I didn't give that to the fighter, so the way I increased his movement also ups the offensive power while not full-attacking. I also added some sensible burst mechanics to the fighter and made all the various abilities run off one resource pool.

Ideally the abilities should be valued as such:
Combat Style > Conditioning > Stamina > Battle Experience > Others

The cap stone abilities (19/20) are a little strong, but those were made keeping in mind that at this point your allies are casting 9th level spells at least once each combat.

Skills were only changed just a little bit. Battles experience should also help a tad in this department. My main dissatisfaction with the fighter was his combat performance at mid to higher levels.

Verdant Wheel

I really dig your take on Stances here. Very cool.

If I'm getting it right, he may create X amount of Stances with Y amount of feats, and, may switch between them as a swift action?

I would decouple it from Wisdom and instead have it be a raw function of level. Either that or have it be choice of mental stats. Fighters are known for their versatility and reflecting that in your mechanics would be nice.

Enjoyed the wordplay with Conditioning.

I would get rid of the "free extra standard action" stuff. Too good. Instead maybe burn a Vigor for an extra attack or Pounce?

To me one of the cool parts of Aegis is the free Combat Patrol baked in. Maybe you could include that in this revision.


Yes. He can create X stances with Y feats and switch between them as a swift action. X = 1 + Wis mod. You can also decrease Y to increase X by that amount. That is suppose to be the main way to get stances. The wis mod part is suppose to be purely a bonus.

:)

Well the standard action is not free. If you use it, you cannot charge or full attack. I consider it a lot weaker than pounce until level 20.

This is kind of where the level 13 ability comes in. If you just eat a Fighter AOO to get away from him, he can then move up and vital strike you twice, So you take 3 attacks instead of his full attack. This makes standing next to the fighter more attractive.

Verdant Wheel

to push back on you more, if more Vital Strikege is what you are looking for, why don't you build those class feature around it?

The "take an extra [type] action" abilities are tricky to do in PF without disturbing the fundamental combat system.

I use this for rogues, balanced against that you can't repeat-hit the same foe.


rainzax wrote:

to push back on you more, if more Vital Strikege is what you are looking for, why don't you build those class feature around it?

The "take an extra [type] action" abilities are tricky to do in PF without disturbing the fundamental combat system.

I use this for rogues, balanced against that you can't repeat-hit the same foe.

The standard action serves a lot of purposes. It increases your movement, your offense, your ability to use items, and so on and so forth.

Fighters do not get to be magic, but I can boost their action economy without disrupting the theme.

The extra standard action is meant to help the mundane-dude keep up with spell slingers, rage monsters, deity avatars, and other more intrinsically strong concepts.

I do this for rogues.


I like this version of the fighter. Much more versatile than the classic one.
A few notes :

On Stamina : you may want to indicate when you can spend for each action and/or limit the number of uses per round. As of now, you could Vital Strike every successfull hit in a full-attack while not even risking losing ressource on miss (since you can announce the expense of stamina after the attack roll).

Also, you may want to create an intermediate step for his stamina regen. Right now, the fighter jump for ~15round, to more or less limitless. maybe giving him the ability to recover part of his pool with a 5minute rest somewhere around the 14th level could be good.

Finaly, it's just nitpicking, but since veteran and legendary do the same thing, the list would be a bit more readable with both as the same feature (also, what about swifts ?)


Aralicia wrote:
On Stamina : you may want to indicate when you can spend for each action and/or limit the number of uses per round. As of now, you could Vital Strike every successfull hit in a full-attack while not even risking losing ressource on miss (since you can announce the expense of stamina after the attack roll).

It is intentional that you could do it for every attack. I do not know how one would vital strike without spending the stamina point. I changed "any" to "a" hopefully to clear that up.

Aralicia wrote:
Also, you may want to create an intermediate step for his stamina regen. Right now, the fighter jump for ~15round, to more or less limitless. maybe giving him the ability to recover part of his pool with a 5minute rest somewhere around the 14th level could be good.

19 rarely happens, but it is also the point where your allies are routinely casting 9th level spells. I thought about doing some stamina regen, but then I would need to scale back what stamina can do. At 19 those concerns stop, but we are also at the point where people rarely play.

Aralicia wrote:
Finaly, it's just nitpicking, but since veteran and legendary do the same thing, the list would be a bit more readable with both as the same feature (also, what about swifts ?)

I could, but I need a capstone.

You still only have one swift. That prevents spamming the special swift actions I handed out to the fighter. You don't get to change 11 feats, gain temp health, gain immunity to a condition, and grab 5 spont feats all in the same round.
The cap on swift actions, means that what you do with it is a tactical choice and I approve that style of play.

Verdant Wheel

vis breaking action economy: you could go Signature Deed style and let Aegifighter choose one Stamina Stunt to turn from a Swift to a 1/round Free...


rainzax wrote:
vis breaking action economy: you could go Signature Deed style and let Aegifighter choose one Stamina Stunt to turn from a Swift to a 1/round Free...

The abilities listed in the stamina pool section do not require a swift action.

The other abilities that depend on that resource do.

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