Fighter problems

BelenUmeria said:
Heck, a mage can average a 30 point fiireball at 10th and do it to like 20 guys a round. That's 600 points of damagey goodness. Not to mention the mage can fly, be invis, have stoneskin....all without equipment.
Aside from his spellbook and spell components, that is.
 

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Deadly Strike
Prerec:weapon focus, weapon specialization, greater weapon focus, greater weapon specialization, improved critical, base attack bonus16
Benifit:the weapon chosen for all obove feats gains vorpal in the fighters hands even if it deals piecing or blugening damage.

fateful stike
prerec: base attack bonus20, weapon focus, weapon specialization, improved critical
benifit: add 1/2 youir base attack bonus to damage with any weapon you have the prerec feats for
 
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A recent observation:

Back when I first played Neverwinter Nights, I played through the game as a bard/rogue. I always had a barbarian NPC to protect my back, and I ended up learning summoning spells so I could get the extra oomph in fights, and even then, several fights were pretty tough.

I played through it again with a wizard, and found the same thing.

I played through it again as a fighter, just recently. Although I ended up getting only 12 levels of fighter, the rest in barbarian, that's because I ran out of fun feats to take. On the other hand, I realized about a third of the way through the game that I didn't even need an NPC ally, and was able to complete the game (along with killing some uber dragons and such along the way) with only the one character.

Obviously, there are differences between CRPGs and PnP RPGs. Still, it surprised me how powerful a fighter character could be.

I do agree that certain archetypes are hard to achieve with fighters; for this reason, I advocate a lot greater skill flexibility. Allow them to take diplomacy, spot, and so on.

Daniel
 

Taneel...those feats are...uh...very strong. And their fighter-only nature is going to leave paladins and barbarians frowning. That said, I'll contribute with some high-level, but not fighter-only ideas.

Threat Extension [General, Fighter]

Through superior combat maneuverability, you are able to make attacks at the extreme edge of your space to strike foes farther away than usual.
Prerequisites: BAB 12+
Benefit: Treat any melee weapon wielded as having +5ft. reach.

Unconventional Blow [General, Fighter]

You have grown so skilled in weapon use that you are able to use every part of the weapon to strike at your enemies.
Prerequisites: BAB 12+
Benefit: Treat any melee weapon wielded as a slashing, piercing, and bludgeoning weapon.
Normal: Each melee weapon only has one or two damage types.

Weapon Improvisation [Tactical]

You have grown so familiar with your weapons that you are able to use them to assist you in unconventional ways.
Prerequisites: BAB 12+
Benefit: The Weapon Improvisation feat enables the use of three tactical maneuvers.
Assisted Climbing: Any time you are forced to make a climb check, have a weapon drawn, and there is a solid surface within your reach, you may add one-half your BAB as an unnamed bonus to your climb check.
Armed Intimidation: Any time you are able to make an armed display, you may add one-half your BAB as an unnamed bonus to any Intimidate checks made within 1 round of the display.
Iron Grip: Any time someone attempts to disarm you, may add one-half your BAB as an unnamed bonus to the check to avoid being disarmed.
 
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Perhaps you could incorporate "martial art styles", similar to how it is done in the Oriental Adventures book. A combination of feats and ranks in skills gives special bonuses or abilities.
 

There is nothing wrong with the Fighter class. It is balanced with the other classes.

The issue is people feel they are lacking "high level" power... which a strong case can be made compared to some other classes, but that is not the fault of the Class but the selection of higher power Fighter only feats.

The Fighter is the bonus feat class... that is what they do get lots of feats, so they need more powerful Feat chains for higher level combat.

Most of the feats are balanced with the thought that the player will be able to get them at almost any level.

They need feats that you only get at 15+ that balance out with the powerful spells that wizards clerics and druids get and the powerful abilities of monks and the DR of barbarians. Barbarians get all sorts of Rage feats, Druids Wild feats, etc.

The other issue people have is that they dont have enough skill points... well multiclass.

If you want a swashbuckler type play a fighter rogue or Fighter monk

or how about play the Swashbuckler class.

Fighter is about Fighting. If you want a swashbuckler then make a chain of feats that only fighters can choose.
 
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Lord Pendragon said:
Taneel...those feats are...uh...very strong. And their fighter-only nature is going to leave paladins and barbarians frowning.
Unlike the fighter, paladins and barbarians have high-level abilities.
 

Spatula said:
Unlike the fighter, paladins and barbarians have high-level abilities.
So the paladin spends 20-levels to get 5 smite attempts per day, that add +cha to attack and +20 to damage. To balance that, the fighter should have a feat that allows him to add +20 to damage...on every hit? Or was it the 5/week usage of Remove Disease that was supposed to balance against? :p
 

My group and I have discussed this a few times. We feel that the classes are ok as they stand but the real problem for the fighter comes at about 9th level. By that point a dedicated fighter pretty much has every feat they are going to want and so their feat choices after that are either rather lackluster or they are forced to multiclass to compensate.
 


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