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Another Pathfinder Fighter idea
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<blockquote data-quote="Doc Eldritch" data-source="post: 5055659" data-attributes="member: 68817"><p>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. </p><p></p><p>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).</p><p></p><p>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!</p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><a href="http://docs.google.com/Doc?docid=0AbAIHw7amXkaZGdydHZkc3ZfMTFkNW1yeHRjeA&hl=en" target="_blank">Stance Training</a></p><p></p><p><u><strong><span style="font-size: 15px">Fighter Stance Training</span></strong></u></p><p></p><p> 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.</p><p> 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.</p><p></p><p><em>Defende</em>r: 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.</p><p><em></em></p><p><em>Protector</em>: 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.</p><p><em></em></p><p><em>Provoker</em>: 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.</p><p><em></em></p><p><em>Crippling</em>: 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.</p><p><em></em></p><p><em>Juggernaut</em>: 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.</p><p><em></em></p><p><em>Granite</em>: 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.</p><p><em></em></p><p><em>Resolute</em>: 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).</p><p><em></em></p><p><em>Punishing</em>: 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.</p><p><em></em></p><p><em>Harrier</em>: 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.</p><p><em></em></p><p><em>Relentless</em>: 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.</p><p><em></em></p><p><em>Tactical</em>: 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.</p><p><em></em></p><p><em>Watchful</em>: 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.</p></blockquote><p></p>
[QUOTE="Doc Eldritch, post: 5055659, member: 68817"] 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. :) [URL="http://docs.google.com/Doc?docid=0AbAIHw7amXkaZGdydHZkc3ZfMTFkNW1yeHRjeA&hl=en"]Stance Training[/URL] [U][B][SIZE=4]Fighter Stance Training[/SIZE][/B][/U] 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. [I]Defende[/I]r: 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. [I] Protector[/I]: 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. [I] Provoker[/I]: 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. [I] Crippling[/I]: 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. [I] Juggernaut[/I]: 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. [I] Granite[/I]: 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. [I] Resolute[/I]: 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). [I] Punishing[/I]: 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. [I] Harrier[/I]: 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. [I] Relentless[/I]: 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. [I] Tactical[/I]: 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. [I] Watchful[/I]: 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. [/QUOTE]
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