Pure Fighter Perks

Started by Egon the Monkey, April 27, 2011, 02:49:33 PM

Previous topic - Next topic

SkillFocuspwn

Fighter is a crush class. If you want to be a fighter, go pure fighter. If you want to have some listen/spot and still have the fighter abilities, multiclass!

As it is, Rogue was played very rarely and almost exclusively multiclassed. So, they did some magic. Fighter, meanwhile, is played a lot by a lot of people, both pure and multiclass. I really don't think they need any more.

you axed for it

Fighters don't need these, they have so many feats they can specialize easily anyway.

THEDiamondJ

Perks for fighters... Really?

Juzza

I'm a big fan of fighters in the Pathfinder rule system due to the ability to specialize so much with your chosen weapons via feats. I think to give some incentive to being a pure fighter you could implement (If possible) further specialization. This doesn't necessarily need to be in the form of AB or damage out put, albeit they could be.

These specilization options would become available at 8th level:

Critical Focus:
Upon choosing Improved Critical you can also chose from the following additions.

Blinding Critical: You're a particularly dirty fighter and whenever you can you go for eyes.
Upon a successful critical hit the target must make a fortitude save of 10 plus the fighters level minimum being 8 or be blinded for 1d4 rounds.

Bleeding Critical: Your critical hits are particularly cruel and brutal.
Upon a successful critical hit the target must make a fortitude save of 10 plus the fighters level minimum being 8 or begin bleeding as the wounding effect.

Deafening Critical: Confusing your opponent has lead you to many victories so you have honed this ability.
Upon a successful critical hit the target must make a fortitude save of 10 plus the fighters level minimum being 8 or be deafened for 2d4 rounds.

Stunning Critical: You always know where to hit someone to incapacitate them just long enough for you to win.
Upon a successful critical hit the target must make a will save of 10 plus the fighters level minimum being 8 or be stunned for 1 round.

Penetrating Strike:
Once or several times a day you can perform a Penetrating Strike. Your weapon acts as a +3 weapon for the purposes of overcoming damage reduction for 1 turn use.

Sword and Shield Specialization:
After many long hours of honing your skills you can now use shields more effectively + 1 Dodge AC when using a shield.

Single Weapon Specialization:
When using a single handed weapon and no shield you receive a +2 Dodge Bonus to AC and +1 to your attack rolls.

Two Handed Specialization:
When using a two handed weapon you gain + 2 to your damage rolls.

Kinslayer988

I think that fighters should instead of getting perks may pick a style to fight with:

Dirty Battling:
Your hits deal extra damage and improves knockdown and disarm. Maybe increase the original dirty fighting's power?

Defencive:
Shields give extra AC to fighters/passive AC bonus, and improves expertise mode

Striker:
While using power attack/imp power attack you do not lose as much AB. Also increases two handed damage?
<SkillFocuspwn> no property developers among men only brothers

TheImpossibleDream

lol on critical hit dc 18 stun, amazing...

Semli

Pure fighter is pretty solid. The abundance of feats also allows it to multiclass pretty well. The only real downside to a pure fighter is a lack of spellcraft options which hurts at higher levels. Of course, most of the stuff you -need- can be bottled, the only things that really hurt is having few options for overcoming DR (you can counter this with items that possess magic weapon charges, admittedly uncommon despite the one drop of a certain lowbie QA that get tossed, or you can try to find items that provide +1 vs. common mobs with DR) and a complete lack of dispelling options.

Pure rogue, comparatively, is very weak. Some of the powerful perks there only begin to balance it.

Dunno about Juzza's perks, they seem a bit too strong.

Ebok

Juzza's are way to strong. Anything that adds at all to the fighters killing power is completely unwarranted.

Juzza

They're just suggestions, maybe Talir will look at them and get a good idea.

Drakill Tannan

When i think of fighter perks, i think of "combat styles" more than anything else. That i wouldn't be against. But fighters don't need buffs.

Egon the Monkey

Dragging this back around to the original point, the argument boils down to this:
  • Pure Fighters do not suck beyond usability, but multiclasses are more popular by far.
  • This is because a second class lets you take skills and abilities unrelated to directly killing things, as well as a bushel of useful combat abilities.
  • Pretty much every other class has some sort of bonuses that scale with class levels. Where they don't, EfU adds them, and well done to the DM team for that. Barb speed/rage/DI, Ranger skill bonuses and speed, custom bard song progression, Rogue abilities/perks/loot, new Wild Shapes, Spellslots etc.
  • Fighters get nothing unique from leveling except more combat feats. So all you really lose from multiclassing is the ability to have both Impcrit and Imp KD, if you get L9, or to have one of them at 8.
  • Fighters do not need a buff to help them smash shit up, it's the one thing they can do.
  • Fighter (as a pure class) COULD use some scripted addition to let the class do more than just fight. Yes, I know, irony. But right now, Fighter is the class you take 4 levels in for Weapon Spec.
Yes, you can use your bonus feats on combat feats and the base feats to buff your crossclass skills, but... If you're going to lose a couple of feats to buff just one skill to a reasonable level, you may as well multiclass. You lose the same or fewer number of feats that way but get a load more, plus more Skill points and class skills to spend them on. Using feats and crossclassing is the trick you do on classes that do have unique abilities as a pure class.

Quote from: "Talir"But rather than creating new perks... why not have completely other  systems/implementations
Because giving pure Fighters more flexibility could be most easily done with a selection of skill bonuses and other abilities to allow customisation. What a pure Fighter really lacks are class abilities and Skillpoints to do so. The Extra Perk System you wrote is already there and could be modded more easily than coming up with a new system. I only mentioned this idea because of how it would be less work than some novel system. Figured it'd be a relatively simple way to promote an underused single-class choice. Only other thing I could think of would be giving a load more EFUSS points to pure fighters, to let them branch out that way.

9lives

Pure Fighters are nowhere near the terribleness of pure rogues.

Luke Danger

Quote from: 9lives;236068Pure Fighters are nowhere near the terribleness of pure rogues.

True, and having played a pure fighter they can hold their own pretty well in a fight. I think what Egon is getting at is that fighters are a single rabbit from a hat, while others get several rabbits to chose from. He was suggesting giving them a small boost that can be applied to their other graces so every fighter isn't just a crushbot barb with more feats.

I wouldn't mind pure classes getting small bonuses that aren't too substantial as a token of their dedication, but it has to be so that both pure and multi class'd characters make sense

Kinslayer988

Although fighters are moderate they do not need true perks like rogues. They would be better off with something unqiue to their build instead of something similar to rogue perks. So how about:
BATTLE STYLES (you may pick 1 of 3 and the effects are permanantly to your character. It would be recieved at level 4 and increase it's power each level.)

DEFENDER:
When using tower shield and wearing heavy armor you get bonus AC at the cost of a minus to damage

GREAT STRIKER
You lose AC at the cost of gaining a damage and AB bonus while using 2 handed weapons

DUEL BLADED
When duel wielding you get a bonus AB and damage

Or even adding something similar to Commander/Swashbuckler?
<SkillFocuspwn> no property developers among men only brothers

Drakill Tannan

I'm thinking of things that really make a fighter look diferent from another.

Fighting styles

A thousand cuts
You are agresive in your tecnique. Rather than waiting for one opening you attack mercyless, with several cuts that, while not deep, are very powerfull when placed together.

Only works with slashing and light weapons.
Gain extra attacks per round, but get a penalty in damage and concentration.

Crushing blow
By incresingly pressuring your oponent with stronger yet imprecise attacks, given enough time a single hit will be strong enough to make him fall.

Every time you hit an enemy you gain +2 damage -1 AB. This lasts for rounds = to your caster level.

Pasive strike
Rather than trying to land strikes that are doomed to fail, you seek and wait for a good oportunity to land a direct hit.

Loose any extra attacks per round. Increse ciritical range by 1 or 2.

I'd support something along thouse lines