Aberzanzorax
Hero
This is somewhat forked from another thread. The idea is that action heroes are cool not just because of what they do in combat, but because of all the other cool things they do, and who they are.
If this were implemented in Pathfinder, I'd use it somewhat like sorceror bloodlines. In 4e it'd be similar to Paragon paths. If you've played midnight, it'd be like heroic paths. If you're familiar with none of these, I suppose it'd be like a cleric's domain? or perhaps a separate grouping of bonus feats?
The only rules: The abilities have to have cool out of combat uses (but can be useful in combat as well). Pick what you believe to be fighter types to model off of.
The original thread where this came up:
1. John McClane (Die Hard): Intuition. He stays ahead of the bad guys, and he generally wins by figuring them out, even though outnumbered. This is also great in roleplaying senses. Is someone lying? Where are the bad guys likely to go next?
2. Doc Holliday (Tombstone): Gambling. Not just with cards, but with his own life, and taking risks in all sorts of social situations. Perhaps a luck meter or luck based powers would be appropriate here.
3. Ash (Army of Darkness): Inventiveness. His hand went bad. So he cut it off. Naturally. That was from the Evil Deads. In AoD he fashions a pneumatic metal hand. He uses high school chemistry to make bombs. He and the smith work to trick out his car into a helicopter death machine. Here the power would be some sort of science based or alchemy based abilites. But he's not awesome for these reasons, they're mostly how he fights. His quips and brash attitude are what make him awesome. That and his ability to form an army despite being a goof. These are charisma powers. I'm not entirely sure how they'd play out, but they sort of could fit with inventiveness. He takes the situation at hand, no matter how bizzare, and comes up with a quick and dirty solution. He's like a charming MacGyver, now that I think about it. I would want those sorts of powers both in and out of combat if I played a fighter modeled after Ash.
If this were implemented in Pathfinder, I'd use it somewhat like sorceror bloodlines. In 4e it'd be similar to Paragon paths. If you've played midnight, it'd be like heroic paths. If you're familiar with none of these, I suppose it'd be like a cleric's domain? or perhaps a separate grouping of bonus feats?
The only rules: The abilities have to have cool out of combat uses (but can be useful in combat as well). Pick what you believe to be fighter types to model off of.
The original thread where this came up:
I want the line dividing combat and non combat to be erased.
1. John McClane (Die Hard): Intuition. He stays ahead of the bad guys, and he generally wins by figuring them out, even though outnumbered. This is also great in roleplaying senses. Is someone lying? Where are the bad guys likely to go next?
2. Doc Holliday (Tombstone): Gambling. Not just with cards, but with his own life, and taking risks in all sorts of social situations. Perhaps a luck meter or luck based powers would be appropriate here.
3. Ash (Army of Darkness): Inventiveness. His hand went bad. So he cut it off. Naturally. That was from the Evil Deads. In AoD he fashions a pneumatic metal hand. He uses high school chemistry to make bombs. He and the smith work to trick out his car into a helicopter death machine. Here the power would be some sort of science based or alchemy based abilites. But he's not awesome for these reasons, they're mostly how he fights. His quips and brash attitude are what make him awesome. That and his ability to form an army despite being a goof. These are charisma powers. I'm not entirely sure how they'd play out, but they sort of could fit with inventiveness. He takes the situation at hand, no matter how bizzare, and comes up with a quick and dirty solution. He's like a charming MacGyver, now that I think about it. I would want those sorts of powers both in and out of combat if I played a fighter modeled after Ash.