Critique Wanted: House ruleset addressing martial-caster disparity...


Homebrew and House Rules


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Pathfinder Rulebook Subscriber

Technically, it addressed a custom world where magic and science are at odds in a way that weakened dimensional barriers... but it grew into my attempt to address martial caster disparity.

I'm looking for a critique so I can be proactive with my game. I'm running my players through Hell's Vengeance, converting the game as I go. I've gotten PCs through 4th level and NPCs through 8th; things have been fine thus far, but I am curious as to what challenges I may need to address once I get into the third book in the series.

So, with that said, the modifications for the world of Tycon, TyFinder, can be found here. Thanks in advance for any insight!

Verdant Wheel

For Teleport, why a 25/75 pass/fail ratio?

I could see a 75/25 as still a strong deterrent, without effectively rendering it useless.


I'm in agreement with Rainzax. Heck a 50/50 pass/fail ration would be pretty tough.

Sczarni

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To bring martials up to casters, you could implement Path of War choices for your martials. That's literally the easiest way, and then you wouldn't have to bother with much else.


This is horrible.

Verdant Wheel

Swift016 wrote:
This is horrible.

Care to elaborate?

Verdant Wheel

You know, I kind of like the idea where higher level slots are granted but without corresponding spells known. This leaves it in the DM's purview to control access to higher level "game-changer" spells without impeding terribly on the progression.

If I were to do something like this, I would still keep the Wizards and Clerics in the game as masters of metamagic with the spells that are still available.

Perhaps gate spells I wanted to control behind some kind of "ritual" mechanic - perhaps as X/week abilities that allowed the Wizard or Cleric to sacrifice high level spell slots for the week in order to have occasional, controlled uses of spells that typically "game-change" narratives.

To me, it's being able to cast these spells with incredible frequency that poses the biggest challenges for higher level play - and less the existence of the spells themselves.

This kind of project seems to have the same motives that springboarded inspiration for E6, E8, or E12.


Just a typo: Under Barbarian, the line says there are no key changes to the Hunter class.


Pathfinder Rulebook Subscriber
rainzax wrote:

For Teleport, why a 25/75 pass/fail ratio?

I could see a 75/25 as still a strong deterrent, without effectively rendering it useless.

Mage Evolving wrote:
I'm in agreement with Rainzax. Heck a 50/50 pass/fail ration would be pretty tough.

I may be overestimating what is a solid ratio to represent an idea that is "suicidal". You really want it to be "if someone actually tries a teleport, they have absolutely been defeated and this is a slightly better alternative to seppuku".

rainzax wrote:
Swift016 wrote:
This is horrible.
Care to elaborate?

Yes, please.

rainzax wrote:

You know, I kind of like the idea where higher level slots are granted but without corresponding spells known. This leaves it in the DM's purview to control access to higher level "game-changer" spells without impeding terribly on the progression.

If I were to do something like this, I would still keep the Wizards and Clerics in the game as masters of metamagic with the spells that are still available.

One of the reasons they went totally was because prepared spellcasting was removed, so I didn't see anything differentiating a Wizard from a Sorcerer (which went double once I gave Sorcerers the Arcane school). What would the cleric and wizrd have that differentiates them in this light.

rainzax wrote:


Perhaps gate spells I wanted to control behind some kind of "ritual" mechanic - perhaps as X/week abilities that allowed the Wizard or Cleric to sacrifice high level spell slots for the week in order to have occasional, controlled uses of spells that typically "game-change" narratives.

To me, it's being able to cast these spells with incredible frequency that poses the biggest challenges for higher level play - and less the existence of the spells themselves.

That is slightly "fluff" in its execution. The campaign was set in a world where the gods were warring over the natural dawn of magic and rise of technology. Half of the gods objected to the change, freezing the dimensional barriers as a manner of slowing this change; in this scenario, stopping the natural path of outsiders entering the world helped keep magic viable. Hence, the changes to alchemy and engineering (rise of tech) and diminishing of magic.

Soo, basically, yeah, your idea sounds good. There isn't a mechanics reason why that's not a better direction.

rainzax wrote:


This kind of project seems to have the same motives that springboarded inspiration for E6, E8, or E12.

Something like that. Going from crunch to fluff...

Though I didn't intend to start balancing things to start, getting rid of teleportation and summoning really went far towards balancing the classes. Taking it a step further, I've noticed that the idea of PFS and the like ending around level 12 probably means something - 6th level spells are, no doubt, game changers. Modifying from nine level spellcasting to "six level plus" only flattens the quadratic spellcaster curve (just as I'd say that the modifications I've made to martials only raises the slope of the linear path), but it does bring the two closer in line.

From the fluff standpoint, I feel like this is closer to what I see in fantasy. If Lord of the Rings, Game of Thrones, and Clash of the Titans are your reference, then standard Pathfinder doesn't "look right". The default rules are a far stronger magical world than any of the worlds I mentioned above. The genres I mention above work in part because the main characters aren't always fighting things that resist fire or teleport at will; they are typically going against things that are "their level" or less. This is, in part, why I move away from Path of War; it's a viable direction, but "Everyone is an anime character" happens to be a very different game.


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Is there any reason other than "Casters shouldn't forget their spells" for the removal of prepared casters? ... because that's not how prepared casters work....

JAMRenaissance wrote:
This is, in part, why I move away from Path of War; it's a viable direction, but "Everyone is an anime character" happens to be a very different game.

Because warriors knocking people over with their might of their axe swing and actually being able to block things with a shield are "anime" now? ToB may have tried to be anime-esque, but that isn't really true of Path of War.


Pathfinder Rulebook Subscriber
Milo v3 wrote:

Is there any reason other than "Casters shouldn't forget their spells" for the removal of prepared casters? ... because that's not how prepared casters work....

That is the fluff side. The crunch side is that prepared spellcasting is the primary differentiator of power levels. That's why I referenced the Power Tier list - the main source of power is the pure versatility of a prepared spellcaster, and it is no surprise that the prepared spellcasters are at the top of the list. If you want to flatten the curve in power, you have to remove the ability to cast restoration without actually knowing the spell restoration.

Milo v3 wrote:


JAMRenaissance wrote:
This is, in part, why I move away from Path of War; it's a viable direction, but "Everyone is an anime character" happens to be a very different game.
Because warriors knocking people over with their might of their axe swing and actually being able to block things with a shield are "anime" now? ToB may have tried to be anime-esque, but that isn't really true of Path of War.
Quote:


Septennial Seal Strike Your melee attack traps the target’s soul within a mirror for seven years.
Quote:


Solar Storm Strike Make a ranged attack at target creature or at the space it occupies, creates a brief but fierce cyclone that protects against and prevents ranged attacks.
Quote:


Golden General's Victory Boost Upon felling a foe, all allies within 60 ft. are healed a number of hit points equal to the disciple's initiator level.

Yeah... there's some anime in here, man.

I will also add that this PoW is a whole new subsystem to learn. I moved towards using pre-existing materials mostly because I've coded all of this into PCGen and it is drastically easier to reuse something than it is to write it from scratch. However, what I've picked up is that Pathfinder already has a lot of great tools for the job.

BTW - I greatly appreciate the feedback and discussion. Anyone wanting to give insight as to a good way to collapse Brawler into Monk or Fighter would be greatly appreciated as well, because I'm having a heckuvatime with that one.


JAMRenaissance wrote:
Yeah... there's some anime in here, man.

The supernatural disciplines have supernatural stuff in them... that's not anime, that's just obvious. And Golden Lion healing makes perfect sense with how the Core Rules of 3.5e and PF flavour hitpoints as "the ability to take physical punishment and keep going, and the ability to turn a serious blow into a less serious one." the increase in morale allows the allies to keep going when they otherwise wouldn't. That's not anime, that's every good military commander in fiction.


JAMRenaissance wrote:
Milo v3 wrote:

Is there any reason other than "Casters shouldn't forget their spells" for the removal of prepared casters? ... because that's not how prepared casters work....

That is the fluff side. The crunch side is that prepared spellcasting is the primary differentiator of power levels. That's why I referenced the Power Tier list - the main source of power is the pure versatility of a prepared spellcaster, and it is no surprise that the prepared spellcasters are at the top of the list. If you want to flatten the curve in power, you have to remove the ability to cast restoration without actually knowing the spell restoration.

Milo v3 wrote:


JAMRenaissance wrote:
This is, in part, why I move away from Path of War; it's a viable direction, but "Everyone is an anime character" happens to be a very different game.
Because warriors knocking people over with their might of their axe swing and actually being able to block things with a shield are "anime" now? ToB may have tried to be anime-esque, but that isn't really true of Path of War.
Quote:


Septennial Seal Strike Your melee attack traps the target’s soul within a mirror for seven years.

Sounds like this was ripped right out of traditional fantasy. Curses are a thing.

Quote:


Solar Storm Strike Make a ranged attack at target creature or at the space it occupies, creates a brief but fierce cyclone that protects against and prevents ranged attacks.

Do you read Mythology? This sounds like it comes right out of Myth and Legend.

Quote:


Golden General's Victory Boost Upon felling a foe, all allies within 60 ft. are healed a number of hit points equal to the disciple's initiator level.

Troop morale is a thing.

Quote:
Yeah... there's some anime in here, man.

Sure, anime draws from the same basic source material as tabletop gaming. Sometimes there is overlap- often said overlap is awesome.

Quote:
I will also add that this PoW is a whole new subsystem to learn. I moved towards using pre-existing materials mostly because I've coded all of this into PCGen and it is drastically easier to reuse something than it is to write it from scratch. However, what I've picked up is that Pathfinder already has a lot of great tools for the job.

True it's another subsystem, but compared to spellcasting it's really simple.


Pathfinder Rulebook Subscriber

I'd like to begin with saying that the idea that "Path of War doesn't work for where I'm going" isn't saying "Path of War is problematic". I mention this because I was looking for feedback on my ideas, and what's occuring is a conversation about the usefulness of Path of War.

I think these rules look like they are solid, but I can clearly see they don't fit with where I'm going. Quoting from the thread on what is wrong with the fighter:

Quote:


Still, though, we're talking a line in the sand in terms of what you should be able to do. Perseus was clearly more than Some Guy (Celestial Eldritch Heritage?). So, in order to explain my line in the sand, I have to explain a quick computer science concept.

A subclass in programming is a more specific example of a concept (class). A car may be a class (concept), and a drag racing car would be the subclass. You can define something in the computer to think of itself as one thing but behave as the other; I can create an object that thinks it is a car, but is really a drag racing car. So, it wouldn't be able to use nitroglycerin (drag racing cars do that, and it thinks it is a car), but if you put your foot on the gas, it moves forward like a sports car (driving is something a car can do, but it's built as a drag racing car, so it drives like a drag racing car). The common example I use is Clark Kent from Smallville - he thinks of himself as a human, so he can't fly (or, more specifically, doesn't know that he has the capacity to do so), but the second he starts running, it's at superspeed.

That is how I see the mundane classes. They are human (elf, dwarf, tiefling, aasimar, etc..), but they can do the things humans do to amazing levels (John Henry putting spikes in the train). So, does the Fighter leaping 30' seem like it's "too far"? No. Be able to damage anything with his sword? Cool.

Make the sword catch fire? OK... now you lost me.

I want to add that we already have a mechanic to cover inspiring your troops - Inspire Confidence. We also have another - Banner. Why do we need one that looks a heckuvalot like "your wounds close". Protective whirlwinds are magic. Curses are magic. Path of War is a good move and I like it a lot, but you have to jump through a lot of hoops to not call what they are letting a fighter have "magic". That's great if you want to go that way, but that isn't where I'm going.


Rather than 'your wounds close' why not 'you are motivated to greater valor, disregarding X amount of damage you have taken'?

Fair point on the curse being a form of magic, albeit magic I am very cool with warriors having.


Pathfinder Rulebook Subscriber
kyrt-ryder wrote:

Rather than 'your wounds close' why not 'you are motivated to greater valor, disregarding X amount of damage you have taken'?

Fair point on the curse being a form of magic, albeit magic I am very cool with warriors having.

I can see your view. I think that, when doing this kind of analysis or rule creation, that you are simply playing with different lines in the sand. We sometimes vehemently defend what we believe to be the One True Line, but ultimately we're all agreeing with different flavors to it.


Good to have some free Tyfinder stuff out there. ;)


While general, sweeping changes to rules are definitely thematic, and pretty on spot for a lower magic setting, class changes are very uneven, creating more discord.
For instance there is no way I would play a sorcerer in your rules, because gaining an arcane school doesn't make up for losing three levels of spells, while at the same time magus didn't lose anything much (he still has 6th lvl spell AND 3/4 BAB and his abilities). Oracles face a similar situation but their revelations are much more suited for diverse roles, and have 3/4 BAB. Shamans are now almost identical to oracles.

Inquisitors, while having skill unlocks instead of teamwork feats (which is a nice idea for an archetype, BTW), loses his judgement which is given to paladin, who really didn't need another all stat boost. If you are afraid of inquisitor DPR, you should rather remove bane. What is warpriest's status in your rules? Paladin gained both blessing and domain which are pretty similar abilities, having two fiddly almost the same pools of abilities is a bit meh.

I really don't understand what are fighter abilities at what level, you should really do a full class write-up for that one.
You dumped everything at the fighter, but cavalier gained nothing? It's a really crappy class now, comparatively.
Ranger again became rather situational with the loss of Instant Enemy spell, I would probably replace Favored Enemy with slayer's Study Target.


In my class rework (WIP), I scavenged cavalier, samurai and brawler for fighter's talents and archetypes, for instance, there is an archetype that gains challenge instead of weapon training, and one that gains mounted charge stuff, while other abilities like banner, order, resolve are talents (talents are gained at every even level). Martial flexibility is a core fighter class feature (at 3rd).

Swashbuckler, gunslinger and ninja have their abilities stripped for rogue talents.


Pathfinder Rulebook Subscriber
necromental wrote:

While general, sweeping changes to rules are definitely thematic, and pretty on spot for a lower magic setting, class changes are very uneven, creating more discord.

For instance there is no way I would play a sorcerer in your rules, because gaining an arcane school doesn't make up for losing three levels of spells, while at the same time magus didn't lose anything much (he still has 6th lvl spell AND 3/4 BAB and his abilities). Oracles face a similar situation but their revelations are much more suited for diverse roles, and have 3/4 BAB. Shamans are now almost identical to oracles.

It doesn't make up for it. You're right. The higher-powered spellcasters are not as powerful, though there is some nuance to where they are keeping their power. The Sorcerer/Oracle/Shaman/Witch are not six level casters. They get the spells known of a six level caster, but the spells per day and bonus spells of a nine level caster. This is not a small thing, particularly for the Oracle and Shaman; at 10th level, they still get their level five mystery/patron/domain spell, which makes the "theme" choice of each important. This isn't quite as good for an Arcane School (it's better at low levels), but the idea here is this: Is the difference between the Sorcerers and Magi/Bards (or Oracle and Inquisitors, or Shaman and Mesmerists/Hunters) along the dimension of magic enough to make it worth being a Sorcerer/Oracle//Witch.

Is it?

necromental wrote:


Inquisitors, while having skill unlocks instead of teamwork feats (which is a nice idea for an archetype, BTW), loses his judgement which is given to paladin, who really didn't need another all stat boost. If you are afraid of inquisitor DPR, you should rather remove bane. What is warpriest's status in your rules? Paladin gained both blessing and domain which are pretty similar abilities, having two fiddly almost the same pools of abilities is a bit meh.

The Inquisitor modifications aren't a function of mechanics. It's mechanically totally balanced. I simply can't see where teamwork fits within the concept of a guy operating in the shadows / doing the dirty work for their deity,. Domains and skill unlocks simply fit the fluff much more.

I didn't see a use for the warpriest from a fluff standpoint once the paladin can be on any alignment. Oloch's backstory makes him sound like exactly what I would see a "Paladin of Gorum" as. The standard paladin still fits in this paradigm; it's simply a paladin of a Lawful Good entity.

necromental wrote:


I really don't understand what are fighter abilities at what level, you should really do a full class write-up for that one.

... yeah. If the redone Paladin needed its own page, with no where near as many modifications, the Fighter does as well.

necromental wrote:


You dumped everything at the fighter, but cavalier gained nothing? It's a really crappy class now, comparatively.

It gets a horse. Horses kick butt. It also has Teamwork and Banner over the Fighter as well. I look at it more as "The Cavalier is no longer head and shoulders better than fighter".


Pathfinder Rulebook Subscriber
necromental wrote:

In my class rework (WIP), I scavenged cavalier, samurai and brawler for fighter's talents and archetypes, for instance, there is an archetype that gains challenge instead of weapon training, and one that gains mounted charge stuff, while other abilities like banner, order, resolve are talents (talents are gained at every even level). Martial flexibility is a core fighter class feature (at 3rd).

Swashbuckler, gunslinger and ninja have their abilities stripped for rogue talents.

Dude, I feel like a third of the classes in Pathfinder are attempts to try to get Fighter right. Mixing and matching stuff eventually will yield something that works.


JAMRenaissance wrote:

It doesn't make up for it. You're right. The higher-powered spellcasters are not as powerful, though there is some nuance to where they are keeping their power. The Sorcerer/Oracle/Shaman/Witch are not six level casters. They get the spells known of a six level caster, but the spells per day and bonus spells of a nine level caster. This is not a small thing, particularly for the Oracle and Shaman; at 10th level, they still get their level five mystery/patron/domain spell, which makes the "theme" choice of each important. This isn't quite as good for an Arcane School (it's better at low levels), but the idea here is this: Is the difference between the Sorcerers and Magi/Bards (or Oracle and Inquisitors, or Shaman and Mesmerists/Hunters) along the dimension of magic enough to make it worth being a Sorcerer/Oracle//Witch.

Is it?

Ah, the part where they get their appropriate bloodline/mystery spells and higher lvl slots wasn't really clear. Sorcerer is fine then.

JAMRenaissance wrote:
The Inquisitor modifications aren't a function of mechanics. It's mechanically totally balanced. I simply can't see where teamwork fits within the concept of a guy operating in the shadows / doing the dirty work for their deity,. Domains and skill unlocks simply fit the fluff much more.

Yes, I agree with skill unlocks are more thematic than teamwork feats and solo tactics. But I still disagree with removal of judgement as their offensive ability. You didn't remove any of the other 3/4 BAB 6th lvl casters their class abilities. You could make Sanctified Slayers abilities the default if judgement doesn't mesh with your view of the inquisitor.

And I still say that paladin of all classes didn't need more AC, damage, attack or saves that they get from judgement.

JAMRenaissance wrote:
Dude, I feel like a third of the classes in Pathfinder are attempts to try to get Fighter right. Mixing and matching stuff eventually will yield something that works.

Agreed :D

EDIT:

@cavaliers - I don't know, maybe I'm just biased against them as I don't see a use for them except as mounted NPCs that get that one charge off and then die.

@warpriest - well, yes when you have a paladin of any god, they are kinda redundant. I mean they have some nice mechanics, and their abilities are nice in a vacuum, but in play they suffer from too many pools to track and too many swift actions to use.


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Pathfinder Rulebook Subscriber

OK, I rewrote the Fighter out as a class. Here it is, removing the fluff; I also have a link to this in the rules.

Spoiler:

Fighter

Alignment: Any.

Hit Die: d12

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks: 4+Int modifier.

Table: Fighter
Lvl BAB Fort Refl Will Other Abilities
1 +1 +0 +2 +2 Fighting Style (Order, Challenge, Base Weapon Training), Bonus Feat
2 +2 +0 +3 +3 Bonus Feat, Bravery +1
3 +3 +1 +3 +3 Martial Flexibility
4 +4 +1 +4 +4 Combat Stamina
5 +5 +1 +4 +4 Weapon Training I
6 +6/+1 +2 +5 +5 Bonus Feat, Bravery +2
7 +7/+2 +2 +5 +5 Martial Flexibility (Swift action)
8 +8/+3 +2 +6 +6 Bonus Feat
9 +9/+4 +3 +6 +6 Weapon Training II
10 +10/+5 +3 +7 +7 Bonus Feat, Bravery +3
11 +11/+6/+1 +3 +7 +7 Martial Flexibility (Free action)
12 +12/+7/+2 +4 +8 +8 Fighting Style (Demanding Challenge), Bonus Feat
13 +13/+8/+3 +4 +8 +8 Weapon Training III
14 +14/+9/+4 +5 +9 +9 Bonus Feat, Bravery +4
15 +15/+10/+5 +5 +9 +9 Martial Flexibility (Immediate action)
16 +16/+11/+6/+1 +5 +10 +10 Bonus Feat
17 +17/+12/+7/+2 +5 +10 +10 Weapon Training IV
18 +18/+13/+8/+3 +6 +11 +11 Bonus Feat, Bravery +5
19 +19/+14/+9/+4 +6 +11 +11 Martial Flexibility (Any number)
20 +20//+15+10/+5 +6 +12 +12 Weapon Master

Class Features:
Weapon and Armor Proficiencies: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Fighting Style: At 1st level, a fighter chooses a fighting style, reflecting how the fighter’s personality affects her combat style. The fighter’s fighting style involves the following abilities.

Fighter’s Order: The fighter selects an order from any available to the cavalier or the samurai. The fighter’s effective cavalier or samurai level is her fighter level. The fighter’s order does not convey a mount, nor does it provide the fighter’s mount any abilities unless the fighter has levels of a class that would provide the mount abilities, such as cavalier.

Fighter’s Challenge: This acts as the challenge ability of the cavalier, using the fighter level as the effective cavalier level.

Base Weapon Training: The fighter can select one group of weapons from among any weapon training group. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. This is considered Weapon Training I for the purposes of any feats or abilities.

Bonus Feats: At 1st level, 2nd level, 6th level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery: Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Martial Flexibility: At 3rd level, the fighter can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The fighter must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 3 + 1/2 his fighter level.

The fighter can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the fighter can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

At 7th level, a fighter can use this ability to gain the benefit of two combat feats at the same time. He can select one feat as a swift action or two feats as a move action. At 11th level, a fighter can use this ability to gain the benefit of three combat feats at the same time. He can select one feat as a free action, two feats as a swift action, or three feats as a move action. At 15th level, a fighter can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. At 19th level, a fighter can use this ability to gain the benefit of any number of combat feats as a swift action.

Combat Stamina: At 4th level, a fighter gains a stamina pool with a maximum number of stamina points equal to your base attack bonus + your Constitution modifier. During combat, a fighter can spend stamina points from this pool to perform a combat trick, the specific effects of which are dictated by a combat feat possessed. Spending stamina points in this way is not an action, but the fighter can't do so if she is unconscious, fatigued, or exhausted. The fighter can use as many combat tricks on the same action or attack as desires as long as she has the stamina points to spend), but she can't use the same combat trick twice within its scope. For instance, if a fighter have a combat trick that affects a single attack, she can't use that combat trick more than once on the same attack.

Dropping to 0 stamina points causes the fighter to become fatigued until she has 1 or more points in her stamina pool.

Temporary increases to her Constitution score, such as those granted by the core barbarian's rage class feature or bear's endurance, do not increase the number of stamina points in her pool or her pool's maximum number of stamina points. However, permanent increases to Constitution, such as the bonus granted by a belt of mighty constitution worn for more than 24 hours, do adjust stamina points.

A fighter regains stamina points by resting for short periods of time. She doesn't have to sleep while resting in this way, but she can't exert herself. A fighter stops regaining stamina points if she enters combat; takes an action that requires a Strength-, Dexterity-, or Constitution-based skill check or an ability check tied to one of those ability scores; or takes more than one move action or standard action in a round (a fighter can still take free, immediate, and swift actions). This reduction in her number of actions per round also effectively halves her overland speed. For each uninterrupted minute a fighter rests in this way, she regains 1 stamina point. If she is suffering from any of the following conditions, she can't regain stamina points: confused, cowering, dazed, dead, disabled, exhausted, fascinated, frightened, helpless, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, or stunned.

After a fighter makes an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which the fighter is proficient, but before the results are revealed, she can spend up to 5 stamina points. If she does, she gains a competence bonus on the attack roll equal to the number of stamina points spent. If she misses with the attack, the stamina points spent are still lost.

Weapon Training: Starting at 5th level, a fighter gains an additional weapon training. She can select an advanced weapon training option, or she can expand her set of base weapon training groups. If she chooses the latter, can select one group of weapons, from among the weapon. Whenever she attacks with a weapon from this group, she gains a +1 bonus on attack and damage rolls. Additionally, she increases the bonus on attack and damage rolls when attacking from the weapon group chosen at 1st level by one to +2.

A fighter also adds this bonus to any combat maneuver checks made with weapons from her group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. The bonus to attack and damage on all known weapon groups increases by one. In addition, she may either expanding her base weapon training groups by learning a new group or select an advanced weapon training option.

Demanding Challenge: At 12th level, whenever a fighter declares a challenge, her target must pay attention to the threat she poses. As long as the target is within the threatened area of the cavalier, it takes a –2 penalty to its AC from attacks made by anyone other than the cavalier.

Weapon Mastery: At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

For perspective on Combat Stamina, here is the list of bonuses given when I converted an NPC from Hell's Vengence, the HellKnight Zara Orcelani, into this system. I am C&Ping it from the PCGen pdf output; I will fully say that I don't know if Combat Stamina is feasible if you don't have something electronic checking things out for you.

Spoiler:

Missile Shield: As long as you have at least 1 stamina point in your stamina pool, you can use this feat with a buckler. You can spend 5 stamina points to deflect an arrow even while you're flat-footed. You must still be aware of the attack.

Saving Shield: When you use this feat, you can spend 2 stamina points to increase the shield bonus granted to your ally by an amount equal to the enhancement bonus of the shield you are using.

Shield Focus: When an attack is made against you while you are using a shield, you can spend up to 2 stamina points. If you do, the shield's bonus to AC against that attack increases by an amount equal to the number of stamina points you spent.

Weapon Focus: Once per round, you can spend 2 stamina points to gain your Weapon Focus bonus on attack rolls with a weapon with which you don't have Weapon Focus. This bonus lasts until the start of your next turn.

Weapon Specialization: Once per round, you can spend 2 stamina points to gain your Weapon Specialization bonus on damage rolls with a weapon with which you don't have Weapon Specialization. This bonus lasts until the start of your next turn.

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