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Pathfinder 1E Another Pathfinder Fighter idea

Doc Eldritch

First Post
While I am quite pleased overall with Pathfinder, one thing I have noticed has been a bit...lacking. And that is the fighter. While it is a much more powerful class than it used to be, it still seems to be missing some "oomph", especially as they increase in levels.

So, I am working on some ideas for beefing up the fighter, to make him more equal to some of the other classes, while trying to avoid stepping on any toes of other classes. This means avoiding "spell like" effects (such as To9S did), or adding extra feats (they already have enough), or anything similar.

What I did hit upon was doing something with a fighter's training. Fighters would tend to train in particular styles of fighting, getting better and better at a particular style, or perhaps dabbling in several. While some of this can be done with feats, I have also been working on an idea for "training paths". Something that the fighter gets starting at second level, and improving from there, but able to branch out to other paths of training as desired.

Since it is a pretty long document for posting on the forums, I am instead including a link to the GoogleDocs file I wrote it up in. I am hoping that folks with familiarity with the Pathfinder (and 3.5) system will take a look and let me know what they think. It is aimed at the Pathfinder fighter, so some rules bits reference things like Combat Maneuver Bonus and the like. Anyways, please take a look if you would and feel free to give feedback!

Fighter Training Styles

Hmm, sorry for the post not being formatted to be easier on the eyes. OpenOffice did not want to paste here correctly it seems! Still the above link will show it more easily (it is a googledoc, should just pop up without a need for a download).

Training Styles

Fighters train most of their lives to be as deadly as possible with their chosen weapons, but most also train intensively in a particular style of combat. While some dabble with various styles, others focus on one style to the exclusion of others. The type of weapons used might vary, but many of the styles have some things in common. These changes are meant both to give fighters a bit more flavour, and to address what I see as a slight weakness in the class.

Starting at level 2, a fighter can select a fighting style that he has trained in, learning the Novice rank of skill with it. At level five, and every 3 levels thereafter, he can again choose training in a fighting style. This can be the same style, in which case he gains the Journeyman (or Master or Grandmaster, as he goes along) rank, or a brand new style.

Defender Style
The fighter who trains in this style concentrates mostly on personal defense. If an attacker can not strike you and damage you, your blows do not need to be the strongest, or the most accurate, as you will eventually wear him down with little injury of your own.
Novice: Most defenders prefer to use a shield. They are cheap, highly effective, and easy to learn. This level of training takes that a step further. The novice has learned to use his shield more effectively, granting him a +1 AC bonus on top of its normal bonus (so a shield that would normally be a +1 shield bonus to AC, is instead a +2 bonus). In addition, he has learned to effectively use it against ranged attacks. By using a move action, he can position the shield to provide cover to himself. Light shields provide partial soft cover, and heavy shields provide soft cover. If the fighter also has Journeyman Protector training, he may instead provide that cover to an adjacent ally.
Journeyman: Armor use is important to a fighter, and it is the rare fighter that goes unarmored. The journeyman defender has learned to turn his armor to its best advantage, knowing exactly how the armor wears, slopes, and responds to impacts. This is reflected in giving him a DR of 1/adamantine.
Master: The defender by this point has fought a variety of foes, in many situations, and has become skilled at anticipating attacks. He gains a +1 bonus to AC for every 5 class levels of Fighter he has. This is an insight bonus, and does stack with other insight bonuses.
Grand Master: The warrior has become so skilled at avoiding attacks and mitigating damage, that his armor and defenses almost feel like a second skin, enabling him to react to blows the instant they happen, lessening their impact. Once per combat, the fighter may use his armor bonus (including shield bonus, but NOT including dodge bonuses, insight bonuses, etc. Only the bonus from the armor/shield itself) as DR or Resistance vs a single attack. This choice may be made after an attack hits, but before the DM announces any damage done by it. He can do this once per day at level 11, twice at level 16, and three times per day at level 20, but no more than once per combat encounter.

Protector Style
The fighter who trains in this style concentrates on defending others, providing a shield of flesh and metal between his allies and damage. Concentrating on toughness and being able to react to threats, he is able to make sure that enemies must pass over his body to harm those he protects.
Novice: The fighter has trained himself to react instantly to threats to his allies. Once per round, he can interpose himself between an attack and an adjacent ally. Against ranged attacks or area of effect attacks, this provides cover to the ally. Against melee attacks, he takes any blow that would have landed on the ally. The attacker still makes the attack against the ally's modified AC (for cover), but if it hits, the melee attack hits the fighter instead. He may do this one additional time per round for every rank in this style he has past the first.
Journeyman: Shield use is just as important to a Protector as it is to a fighter training in the Defender style. They just use the shield a bit differently. By using a move action, he may give an ally a shield bonus to AC equal to his own (the Protector does not lose the shield bonus, he is able to react to protect both parties). If he is a Novice in the Defender style, he may also provide cover as listed above to the ally.
Master: The fighter has learned to shrug off pain and minor injuries taken in the defense of others. When using the Novice ability of this style, he gains DR 3/adamantine. In addition, ranged attacks that would have struck the ally now strike the Protector instead (while using the novice ability).
Grand Master: Sometimes you just need to get something's attention and keep it, so it does not squish that poor merchant over there. At this rank of training, the fighter has learned how best to get up in the face of a variety of opponents and make himself more of a nuisance than anything else. He makes a CMB roll against, the target's Will save (simply add 10 to the target's will save bonus to get the DC). If successful, the target temporarily forgets about whichever ally within 30 feet that the protector chooses. This only lasts until the ally does something to call attention to itself, such as attacking or casting a spell. Simple movement however, or bandaging wounds does not draw attention to the ally. He may only does this once per combat for a single ally, regardless of success.

Harrying Style
This fighter has learned early on that some foes are simply more swift or agile than he is. And that the best way to fight them, is to limit their movement and injure them in just the right fashion to keep them from getting too far away.
Novice: The novice harrier is learning how to keep up with foes. Whenever a foe takes a 5 foot step, the harrier may, as an immediate action, also take a 5 foot step that keeps him adjacent to the target. He may only do this once per round.
Journeyman: The harrier is learning more effectively how to slow a foe's movement. He may make a CMB check, that does not provoke an attack of opportunity. If successful, the target's movement rate is cut in half for a number of rounds equal to the harrier's strength bonus. In addition, a target that tries to Withdraw provokes an attack of opportunity from the harrier (normally, Withdrawing does not provoke AoOs).
Master: At this level of training, the harrier is starting to deal with foes with more...unusual...modes of movement, such as flying, burrowing, and the like. However, he is learning to deal with them, and keep them where he and his allies can pound on them. He can make a CMB against the foe, that DOES provoke an Attack of Opportunity. However, if the attack is successful, the foe is unable to use a single mode of movement, chosen by the harrier for a number of rounds equal to his strength bonus.
Grand Master: The harrier is a master of keeping foes exactly where he wants them. When using the Master level ability, he no longer provokes attacks of opportunity. Also he can interrupt foes that attempt more magical methods of escape, such as teleports or plane shifts. Even as an innate, supernatural ability, the harrier can make a special CMB attack as an AoO against adjacent foes that attempt such movement. Success means they must either accept a hit that is an automatic critical hit from the harrier, or abort the attempted escape.

Juggernaut Style
Sometimes, what really counts in a fight is how much armor you are wearing. Those who train in this style take that somewhat to the extreme. Rarely seen in anything less bulky than medium armor, they tend to prefer heavier armors, and especially full suits of enclosed metal and mail. Surprisingly, they are not as clumsy or slow as one might expect.
Novice: Training with weights, armor, and lugging heavy things around has enabled the fighter to better deal with the load his armor puts on him. In fact, he tends to actually move a bit faster while wearing it than not for some reason. While in medium or heavy armor, the fighter gains +5' to his movement rate (this is before any armor penalties). He also gains a bit more from wearing armor, increasing the AC of medium armor by 1 and heavy armor by 2.
Journeyman: Metal protects. This is an adage drilled into those trained in this style from the beginning, and the journeyman is starting to learn how true this is. At the start of his turn, he can trade any amount of AC bonus his armor provides him for an equal amount of DR */adamantine. This lasts until the beginning of his next turn. For example, a fighter wearing Splint Mail has a +7 AC bonus from the armor. On his turn, he could trade any amount of that AC bonus, up to 7, for an equal amount of DR/adamantine.
Master: A good defense can be an excellent offense, as the master of this style has learned. The weight of heavy armor adds power to blows, making him near to unstoppable. He may add his AC bonus from armor to all damage done in melee. In addition, he can add that same bonus to his CMB when using Bull Rush and Overrun maneuvers.
Grand Master: The true master of this style has found that his armor is nearly impervious to standard foes. The fighter gains a bonus of +2 DR/adamantine. While that is in effect at all times, it also stacks with any similar bonuses, either from items or from the Journeyman training, unlike most DR.

Whirling Death
The adage that speed kills is most apt for the fighter trained in this style. Hit your foes hard and fast, and down them before they know you were there. Whether using two weapons at once, a more exotic dual weapon, a single swift blade, or even a spear whirling and jabbing, this fighter has learned to press the attack with haste and strength.
Novice: While hitting your foe quickly is important, even these fighters do not neglect the benefits of a good defense. The quickly moving weapons they use and swift movements they take enable them to parry and dodge blows with ease. A novice of this style has learned to avoid and parry incoming attacks, giving him a +1 dodge bonus to AC. For each rank of training in this style, that bonus increases again by +1, to the maximum of +4 at Grand Master. In addition, if the fighter takes a move action this round, he gains a bonus equal to the dodge bonus he receives from this rank to his to hit and damage with melee weapons.
Journeyman: The journeyman has learned to hamper foes with speed and unpredictability. As such, he gains one additional Attack of Opportunity each round (which may stack with feats that grant more), and if he is using two weapons at once, or a double weapon, he can make any AoOs with both.
Master: The master of the style has learned that even the most well protected foe will fall to quick and steady strikes, wearing away at his defenses. As such, the fighter can make a CMB, which if successful, reduces the target's AC by 1, with an additional -1 reduction per 5 points his CMB roll exceeds the target's CMD by.
Grand Master: The fighter has become so deadly with his weapons, that they strike harder than those wielded by an untrained warrior. Any weapon he has that he has the Weapon Focus feat in does damage as if it was a size larger than normal.

Patient Tactician
While solid offense and solid defense have their place, the fighters that train in this style believe that there is a time and place for both, the trick is knowing when to be on the offensive and when to be on the defensive. Such training also helps them excel as battlefield commanders, giving them a keen eye for the ebb and flow of battle.
Novice: The fighter's training in this style has sharpened his senses while in battle, enabling him to see openings that others might miss. As such, when he uses the Aid Another action in combat, he is more effective, increasing the bonus by +1 per 5 points his attack roll exceeds the AC of 10. This is limited however to a maximum extra bonus of his Int bonus.
Journeyman: Having studied as many styles of combat as he can, the journeyman fighter is able to predict an opponent's actions. He gains a +2 Insight bonus to AC, and an additional +1 bonus for each rank past Journeyman in this style that he gains. If he also fights an opponent for 3 rounds, he is able to predict weaknesses in his stance and form, giving him the same bonus to hit against that opponent. The to hit bonus only lasts for that fight, however.
Master: The fighter's training and sharp eye have increased to such a degree that he is able to spot gaps in an opponent's armor that he and allies can take advantage of. He gains an insight bonus to damage equal to 2 points per rank in this style on his own attacks, both melee and ranged. In addition, he can point out these same flaws to allies, and when using the Aid Another action, may give the bonus as extra damage instead of to hit or AC. As a final benefit of his training at this rank, when using Aid Another, he can also split the bonus he provides between AC, Attack, and damage. His bonus is also no longer limited to a maximum of his Int bonus.
Grand Master: Opponents weaknesses and openings are glaring windows to the grand master of this style. As a fight goes on, he is able to slowly open up the opponent's defenses, eventually giving him a hole to deliver a massive attack. For each round he fights a specific opponent, he gains a special insight point. At any point during the fight, he can spend these points on a single attack. The attack has a bonus to hit equal to the number of insight points and does +1d6 damage per insight point. The points reset to zero after he makes this attack, if he stops combat, or if he engages another foe in combat.
 
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I like the idea, at least in principle. Of course, the training styles are really a lot like bonus feats. A fighter chooses training style X, and then it becomes a static part of his arsenal of tricks.

I'm more in favor of flexible options. In this particular fight, the fighter may want to be a protector, but in another a harrying role is more appropriate. That part of my brain that often doesn't think things through is wandering if it might be possible for the fighter to freely switch between training styles?
 

You know, that is a really good idea. I did want to move away from the whole feeling like an extra set of feats thing.

And in some cases, yes, the fighter will switch between training modes depending on fight and what he has trained in. Some fighters won't train in a style fully, and will put training into a different style, not all of which can be used at the same time.

But I do like the idea of them having access to all modes (or even most), and switching between them as needed. Gonna have to give that some thought on how to arrange it! I don't want a fighter to have access to every style of training, as I don't see all fighters doing that. But I can definitely see a fighter having access to several types and deciding what they want to use.
I did try to include some cross training stuff, such as a bit between how Protector and Defender styles can interact with using a shield.

Also, just to make it easier on folks, cause some don't like clicking on links, gonna try to cut and paste the word doc up into the initial post for easier viewing.
 

Based on the previous reply (and some other feedback I have received), I have puttered around with my ideas some, and come up with a sort of "mark 2" version of the training styles.

Admittedly, they still feel semi feat like, but I am not really sure how to get away from that. This new iteration is a bit simpler in some ways, and makes it easier to switch styles mid fight as well (and eventually a fighter can use multiple ones at once).

Hoping for more feedback, now that I have two similar, but different options on the table. Which do folks think works? Suggestions, hate em, I am interested in feedback!

Again, this is a google doc link, no need to download, it should just open a window or tab (depending on the browser you use). And copying it into the body text as well, for those who don't like clicking on links. :)

Stance Training

Fighter Stance Training

Fighters do not just train with weapons and their armor, they also train in methods of fighting. Some are focused on defense, others on offense, and still others on more esoteric methods of fighting. In game terms, this is represented by a stance that a fighter can enter. While in a stance, he gains bonuses (and sometimes penalties) to armor class, attacks, damage or CMB. As he increases in level, he gains more understanding of his training, and thus more stances.
Stances are gained starting at level 3, and a Fighter gains another stance every 2 levels after that (so at 5,7,9, etc). He can only use one stance per round to begin with, but may switch freely between any stances he knows. It normally takes a move action to switch a stance, but starting at level 9 he can switch stances as a free action, though is still limited to switching one stance per round. When he reaches level 8, a fighter is able to integrate his training more thoroughly and can use 2 different stances at once. When he hits level 15, he is able to use 3 stances at once, benefiting from all 3.

Defender: While in this stance, the fighter gains a +1 insight bonus to AC and CMD for every four fighter levels he has (round up). In addition, if he is using a shield, he can use it to provide cover. Light shields provide partial soft cover, and heavy shields provide soft cover.

Protector
: This stance is focused on defending allies, and while in this stance, the fighter may choose an adjacent ally. That ally gains soft cover from the fighter. He may also, if using a shield, provide the AC bonus from his shield to an adjacent ally (as well as himself). This can be the same ally or a different one. Finally, once per round, the fighter is able to interpose himself against an attack that would have hit an adjacent ally (does not work against AoE attacks). The attack hits the fighter instead, inflicting normal damage to him. However, against that attack only, he has a DR of 2 per 4 fighter levels (round up). This counts are DR/- for bypass purposes.

Provoker
: This stance is designed to protect allies by drawing a foes attention to the fighter. While in this stance, he is able to use the Intimidate skill as a standard action against a foe, with a DC of 10 + the foe's Will save bonus. If successful, the foe sees the fighter as the largest threat, and concentrates attacks on the fighter until something proves a larger threat. The foe must be able to see and hear the fighter for this to work. The Fighter can affect one target per 3 fighter levels (round up) to a maximum of 7 targets at 20th level. He makes only a single roll, compared against all applicable target's DCs, but he may choose what enemies he wishes to target. Creatures with no will or minds (such as mindless undead) are immune to this effect.

Crippling
: This stance focuses on slowing or stopping a foe, as those with fast or unusual movements can be difficult for the untrained fighter to deal with. As a standard action, the fighter can make a CMB check against the target. Success means that the target's movement rate is halved for a number of rounds equal to the fighter's strength bonus. If the target has more than one type of movement, the fighter chooses which to limit when making the attack. In addition, if an adjacent target attempts to use any sort of instant movement (such as plane shift or teleport), the fighter can make an immediate interrupting attack against the target. If the attack hits, the target must make a concentration check to use the movement power.

Juggernaut
: This stance trains the fighter to use the weight of their armor as a weapon. The fighter is able to add his armor's AC bonus to his attack damage in melee. Thus, a fighter in splint mail (a +7 armor bonus), would be able to add +7 to his damage rolls in melee. However, this deliberate style of attack is more cumbersome, and the fighter's own movement rate is halved while in this stance.

Granite
: The fighter's training has taught him how to use his armor to its fullest effect, to utterly blunt weaker blows. While in this stance, he may trade any amount of his armor's AC bonus for an equal amount of DR/adamantine. The fighter can change the amount used each round, as a free action at the start of his turn.

Resolute
: This stance teaches that while a strong arm and thick armor are important, a strong mind is of equal importance. While in this stance, the fighter gains a +1 bonus to Will saves for every 4 fighter levels he has (rounded up).

Punishing
: Swift, brutal blows make up the training in this stance. While using it, the fighter's weapons count as being one size larger than normal, for damage purposes only. However, the speed and force of his blows does tend to make his defense a bit more open, and he suffers a -6 penalty to AC. This penalty is reduced by 1 for every 4 full fighter levels he has.

Harrier
: This style focuses on quick attacks designed to harass and delay a target. The fighter gains one extra attack of opportunity while in this stance, and if he is using a single weapon, the attack does damage as if it were a critical strike (actual critical strikes increase the crit multiplier by one). If he is dual wielding or using a double weapon, he may instead choose to make an extra attack with the offhand weapon at his full attack bonus.

Relentless
: The training this style imparts, teaches the fighter to keep up a furious series of attacks on a single target, denying it a chance to be effective, as well as chipping away at its defenses. While in this stance, a single target in melee range of the fighter takes a -1 penalty on all attacks for every 4 fighter levels the character has (round up). In addition, the fighter is able to make an armor cleaving blow as a standard action. This requires a CMB check, which does provoke an AoO (unless he has the Improved Sunder feat), and if successful, the target's AC is reduced by 1, with an extra -1 penalty per 5 points the CMB check succeeds by.

Tactical
: One man is not an army is the teaching of this style, and while in this stance the fighter is able to use his training to assist allies more effectively. When using the Aid Another action, he provides an extra +1 bonus for every 5 points the attack roll succeeds by. In addition, he may provide that bonus to the damage done by an ally, instead of to attack or AC. Finally, he can choose to split the bonus between multiple effects or allies, up to a maximum of his Int bonus. For example if a fighter makes an Aid Another roll of 22, he provides a +4 bonus (2 from Aid Another and an extra +2 from the stance bonus). He can, if he desires, split that +4 up as he desires among allies and AC, attack, damage, or skill use, but can not split more than his Int bonus. If he had an Int of 12, he would be able to give an ally a +3 to one roll and +1 to another, or +3 to one ally and +1 to another.

Watchful
: This stance is focused on waiting for the right moment to strike, and then striking a final blow. While in it, and fighting an opponent, the fighter gains an insight point for every round that passes, with a maximum of 1 point per 2 fighter levels. At any point in the combat, he may use those points in a single blow (a single standard attack), gaining a bonus to hit of +2 per point he has accumulated and +1d6 damage per point. This damage stacks with sneak attack damage, though it does affect beings not normally able to be sneak attacked. The points go away when he uses this attack, switches targets, or the fight ends.
 

A Merger

I think merging the two would be most appropriate. I enjoyed the idea of stances more than the "abilities" gained through the first. However, I liked the idea of Novice--Grandmaster training, since with the stances it seems that the fighter can gain every stance by 20th level (I didn't count, but it seems that way). It should be more specialized, I think. Use the stances, as they are more creative and different than just adding "feat-like abilities", however, keep the hierarchy of Novice--Grandmaster. It adds a little more flavor.

Two fighters who chose the exact same feats and weapon groups can still have totally different fighting styles if their stance-paths are different.
 

That was my first thought with the Novice to Grandmaster progression, though it does lack some of the simplicity my second re-write has.

In both cases, I tried to design it so that no fighter will be able to have ALL the stances, even at 20th. In the first version, he could, but would not have any of them at very high rank. In the second version, he can only have about half of them, total.

I completely agree that even if I use these, I would want fighters to feel different in play, and not have every fighter having every stance. Some trainers, for instance, would only teach certain stances (for example, a fencing school as opposed to a school that teaches tricks more suitable for a back alley brawler).

Still a work in progress, and hopefully I'll get to try them out in a game soon to give it some playtesting and see how it works!

Just a note, the second version has been updated in the GoogleDocs link, there are a few more stances I came up with, some changes to existing ones, and changes to how often and how many the fighter gets.
 

Into the Woods

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