reapersaurus
Explorer
After getting fed up with the amounts of No-Save, ranged, multiple-target damage that mages are apparently supposed to be able to dish out, as well as the sneak-attack damage that a 'non-combat class' (rogues) can do, I believe it's time for fighter-types to be able to have the same damage-dealing capability. Prime justification for this is that most fighter-types can not do anything outside of combat. They should be the best in the combat scene, and they aren't. (Obviously IMO)
A simple Scorching Ray, or fireball, by a generalist caster does more damage than a non-powergamed fighter-type can hope to do.
A sneak attack can do more damage than a general fighter type can do, as well.
New Feat type: Heroic Feats
Heroic Feats are fueled by BAB, and can only be taken if the character does not have any primary spellcaster class levels (Bard, Cleric, Druid, Sorcerer, Wizard), nor any sneak attack ability (Rogue, Assassin).
Heroic Strike:
This feat allows for multiple abilities, depending on the BAB of the character. Its effect scales, as spells do, as long as it is taken once each 3 levels. (this is just a substitute for breaking up the feat into a feat chain)
- Saves are based off of either STR or DEX, whichever is higher.
- Ranges are based off BAB (i.e. Close range is 25 feet + 5 ft per BAB)
- These attacks are standard actions, and can not be used as part of a full attack action (i.e. no iterative Heroic Strikes).
- These attacks can only be done a number of times equal to BAB divided by their rating (rounded UP). Extra attacks are granted the same way that mages get extra bonus spells (using DEX or STR, whichever's higher).
* Heroic Missiles allows for a 1d4+1 'unerring strike' missile, within Medium range, no save. For every 2 BAB past 1, you get another missile (max 5). Rating 1
* Heroic Ray allows for 4d6 ray to hit a target within Close range (requires ranged touch attack). Additional rays at 7 BAB and 11 BAB. No save. Min BAB 3. Rating 2
* Heroic Bolts allows for a 4d6 bolt, one for every 4 full BAB. (i.e. first Bolt at 4 BAB, 2nd at 8) Ranged touch attack required, Reflex save for half, Medium range. Rating 3
* Heroic Burst allows for a 1d6 per BAB blast of energy to strike a 20-ft radius area, anywhere within Long range of the hero. Max damage of 10d6. Reflex save for half. Rating 3
That should be the gist of it.
A simple Scorching Ray, or fireball, by a generalist caster does more damage than a non-powergamed fighter-type can hope to do.
A sneak attack can do more damage than a general fighter type can do, as well.
New Feat type: Heroic Feats
Heroic Feats are fueled by BAB, and can only be taken if the character does not have any primary spellcaster class levels (Bard, Cleric, Druid, Sorcerer, Wizard), nor any sneak attack ability (Rogue, Assassin).
Heroic Strike:
This feat allows for multiple abilities, depending on the BAB of the character. Its effect scales, as spells do, as long as it is taken once each 3 levels. (this is just a substitute for breaking up the feat into a feat chain)
- Saves are based off of either STR or DEX, whichever is higher.
- Ranges are based off BAB (i.e. Close range is 25 feet + 5 ft per BAB)
- These attacks are standard actions, and can not be used as part of a full attack action (i.e. no iterative Heroic Strikes).
- These attacks can only be done a number of times equal to BAB divided by their rating (rounded UP). Extra attacks are granted the same way that mages get extra bonus spells (using DEX or STR, whichever's higher).
* Heroic Missiles allows for a 1d4+1 'unerring strike' missile, within Medium range, no save. For every 2 BAB past 1, you get another missile (max 5). Rating 1
* Heroic Ray allows for 4d6 ray to hit a target within Close range (requires ranged touch attack). Additional rays at 7 BAB and 11 BAB. No save. Min BAB 3. Rating 2
* Heroic Bolts allows for a 4d6 bolt, one for every 4 full BAB. (i.e. first Bolt at 4 BAB, 2nd at 8) Ranged touch attack required, Reflex save for half, Medium range. Rating 3
* Heroic Burst allows for a 1d6 per BAB blast of energy to strike a 20-ft radius area, anywhere within Long range of the hero. Max damage of 10d6. Reflex save for half. Rating 3
That should be the gist of it.
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