Small boost to Fighters.

IndyPendant

First Post
Now that I've pretty much fixed the sorceror to my satisfaction, I've decided to take a look at the fighter. After some in-depth discussions with my players, and a lot of reading on the net, I've decided the fighter is actually almost balanced as is. My problem with it is partially balance, but also flavour: it's always struck me as silly that one half of the fighter's greatest benefits--Greater Weapon Focus and Spec--require that the fighter basically limit himself to one weapon and one weapon only. In addition, as many people point out, there is really little reason to stick with the fighter beyond 12th level, since the *only* benefit is four more bonus fighter-only feats.

This house rule may solve both issues, and gives the fighter just a little 'oomph' to make it a more viable choice as a class. Tell me what you think!

When using a fighter bonus feat to select a feat that requires the player to choose a specific weapon, the player can instead choose to have that feat apply to a group of weapons. Prerequisites must still be met as normal. The groups of weapons are: ranged weapons; light and double weapons; one-handed weapons (excluding light weapons); and two-handed weapons. Thrown weapons fall under both ranged weapons and the appropriate melee group. A one-handed weapon used with two hands counts as both a one-handed and a two-handed weapon for the purposes of this benefit. A character must be proficient with an exotic weapon to use this benefit with that weapon.
 

log in or register to remove this ad

You could also use the Weapon Groups option from Unearthed Arcana. I have tried using it in the past and it worked well. Maybe limiting it to fighters may be a nice little boost to them.

Basically it does the same thing you are suggesting but has more limiting groups, ie Axes, Maces/Clubs/Hammers, Bows, etc.
 

We let fighters ignore ability requirements on their bonus feats. So a fighter with Int 10 can still take combat expertise, as long as he does so with a fighter bonus feat.

It has proven to be a nice little boost.
 

The only real problem for fighters that I've seen is the lack of pushing past 12th level as you have mentioned. I don't see how that change really solves that problem however.
 



well, get some books that have high level feats in them, heck Ronin Arts has a PDF called 30 high level fighter feats or something like that. Comple Warrior has plenty of good feats, not just high level ones but the tactical feats are really good. Don't limit yorself to just the core books
 

In agreement with Crothian: One of the main ways to strengthen fighters without even changing the class is to simply do just what he suggests. If you refuse to allow non-core material and stick to PH-feats only, you are significantly weakening the value of feats, and thus the fighter class. In my campaign, I have allowed enough sources of feats that a primary caster has been willing to give up two levels of her spellcasting ability just to save herself another feat. The player of that character is in another campaign with a super-strict DM (25 PB, core rules only) and doesn't know where to spend all the feats.
 

How about a 13th level and everyone so often they get this ability:

Feat Specialization

Choose a feat that the fighter has. The feat must be one available on the fighter's bonus list. 2/day, the fighter can double the numerical bonus of the feat he chose. The ability can be activated as a free action even outside the fighter's initative (meaning he can do it when's it not his turn in the initiative, or even while flat-footed) and it lasts for one round.

A new feat must be chosen each time this ability is recieved.



And then you can make modifications to certain feats to prevent abuse. EX.

Power Attack

Special: Feat Specialization allows a fighter to double his damage for a one-handed weapon, it has no effect on a weapon weilded in two-hands.
 

The fighter has the same problem that many of the other base classes have at high level: you get all the cool stuff at low level. They made an attempt to fix it for rogues -- they get a choice of different keen powers -- but it's not enough of an attempt.

I think that, after level 12 or so, all the base classes should get to choose from a small selection of cool powers every level. You could have an open selection like the rogue, or have a list of powers with a level prereq like the loremaster. Either way, you get cool stuff and you have a *reason* not to go into a PrC. Currently, there really isn't one. No class -- except maybe the druid or monk -- gets anything at higher levels that you can't get a better version of in a PrC.
 

Pets & Sidekicks

Remove ads

Top