High Level Feats (especially) for Fighters

the Jester said:
I find this thread very interesting, as I've found high-level combat monsters to outpower casters in at least some cases. The powerhouse in the game right now has a few psychic warrior levels, but he's a high-level charge/bull rush monkey who deals hundreds of points of damage in a round.

The main difference in power that I see between casters and combat monsters isn't in combat exactly, but instead the ability of casters to set the conditions of any combat they come across.

A Wizard can Scry, cast Divinations, Teleport, Fly, go Invisible, etc. A Fighter or Psychic Warrior is left plodding along the ground until he reaches his target who, if he is a smart caster, should have an idea that the combat monster is coming and either prepare for him or flee.

But this is an issue of game style.
 

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Someone said:
I was just going to suggest the same thing, to eliminate the Exotic weapons master and maybe master thrower prestige classes and use their special abilities as additional chooses for fighters of level 11+ (maybe one pick every unevel level from 11 to 19?) I doubt it would unbalance anything.
Personally, I believe it would unbalance everything. I could see making Exotic Weapon Master and Master Thrower abilities into feats available to high level fighters. But I certainly wouldn't grant them as free abilities every other level along with feats. That'd just invert the imbalance, rather than solving it.

An interesting experiment might be to remove the 14th, 16th, 18th, and 20th-level bonus feats, and add a special ability pick at 14th, 17th, and 20th-level, chosen from a list of EWM and MT abilities.
 

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