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*Pathfinder & Starfinder
Specialist Fighters
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<blockquote data-quote="CleverNickName" data-source="post: 5976290" data-attributes="member: 50987"><p>I understand the desire, but is the "optimizer's mind" something that should be embraced as the standard for all players? Not all players focus on character optimization, after all.</p><p></p><p>But the other classes ARE specialists...just not necessarily in weaponry. Rogues specialize in sneak attack. Druids specialize in nature. Monks specialize in unarmed combat. Wizards specialize in schools of magic. And so on. Most of the complaints I've been reading about the Fighter class on this board are along the lines of "why is the Fighter so boring, all he gets are weapons." This idea was meant to fix that--by keeping all of those weapons as-is, and giving him a boost with one weapon of choice.</p><p></p><p>Not by giving him a bunch of pseudo-magical powers that would change the overall feel and flavor of the class.</p><p></p><p>I don't have a problem with this...after all, the Ranger gets to choose more Favored Enemies every few levels, and the Bard/Sorc get to swap out spells. I don't think it would be too much of a deal-breaker to let the Fighter choose a second weapon to specialize in at 5th level, and a third at 10th, and so on. It's a bit too power-gamey for my tastes, but others might like it.</p><p></p><p>Not bad...I like the idea of a scaled ability that improves over time. But I was thinking something a little more reminiscent of the Wizard's school specialization ability (skill bonuses, plus extra crunch):</p><p></p><p></p><p><strong><span style="font-size: 12px">Weapon and Armor Specialization</span></strong></p><p>At 1st level, a fighter chooses one type of weapon (such as Hammers or Axes) and one type of armor (such as Medium Armor, or Heavy Shields) to specialize in. This choice is permanent, and cannot be changed later.</p><p></p><p>A fighter gains a +1 bonus to all Trip, Disarm, and Sunder attacks made with weapons of this type, and a +1 bonus to all attack and damage rolls made with weapons of this type. This is an untyped bonus that stacks with all others. This bonus improves by +1 at 5th level, and for every 5 levels thereafter (+2 at 5th level, +3 at 10th level, and so on.) In addition, he also gains a special ability when fighting with his chosen weapon; these abilities vary depending on the type of weapon chosen:</p><p></p><p>[SBLOCK="Weapons, off the top of my head"]<strong>Axes: </strong>you have been trained to use the wide blade of a battle axe as a rudimentary shield. Whenver you are fighting defensively or using the total defensive option with any Axe, you gain a +1 shield bonus to your armor class. This bonus improves to +2 if you are armed with a two-handed Axe.</p><p></p><p><strong>Bows:</strong> You have been trained to conserve arrows on the battlefield, and to craft your own ammunition. Your chances for recovering arrows and crossbow bolts improves to 90%, and you gain a +4 competence bonus to all Craft checks made to create or improve ammunition.</p><p></p><p><strong>Hammers:</strong> the force of your hammer blow can knock your opponents off balance. Whenever you score a critical hit with any Hammer, the target must make a Dexterity save (DC = 10 + damage dealt) or be knocked prone.</p><p></p><p><strong>Polearms:</strong> you have battlefield training and experience against calvary. When fighting with any Polearm, you automatically have Advantage against mounted opponents. Furthermore, whenever you score a critical hit with a Polearm against a mounted opponent, the target must make a Dexterity save (DC = 10 + damage dealt) or be dismounted.</p><p></p><p><strong>Spears:</strong> your advanced training in spears allows you to use any spear as a double weapon. When armed with a Spear, you may strike with the tip as a piercing weapon, and/or strike with the butt as a bludgeoning weapon that deals 1d6 points of damage (Crit x2).[/SBLOCK]</p><p></p><p>The Armor Check Penalty for the fighter's chosen type of armor is reduced by 1, and its armor (or shield) bonus is improved by 1. These bonuses improve by 1 at 5th level, and every 5 levels thereafter. In addition, the fighter gains a special ability when wearing the chosen type of armor or shield:</p><p></p><p>[SBLOCK="Armor and Shields, off the top of my head"]<strong>Bucklers:</strong> You retain your shield bonus to Armor Class when fighting with your specialized weapon and a buckler, even if your specialized weapon is two-handed, or being wielded in your off-hand.</p><p></p><p><strong>Light Armor:</strong> You are light on your feet, and have been trained with special skirmish tactics that let you roll out of harms way. When wearing Light armor, opponents have no Advantage against you when you are prone.</p><p></p><p><strong>Heavy Shield:</strong> I have no idea, maybe something about being able to slide down staircases while shooting several arrows, then doing a backflip which somehow causes the shield to fly across the room and lodge itself in the armored chest of an orc or something...[/SBLOCK]</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 5976290, member: 50987"] I understand the desire, but is the "optimizer's mind" something that should be embraced as the standard for all players? Not all players focus on character optimization, after all. But the other classes ARE specialists...just not necessarily in weaponry. Rogues specialize in sneak attack. Druids specialize in nature. Monks specialize in unarmed combat. Wizards specialize in schools of magic. And so on. Most of the complaints I've been reading about the Fighter class on this board are along the lines of "why is the Fighter so boring, all he gets are weapons." This idea was meant to fix that--by keeping all of those weapons as-is, and giving him a boost with one weapon of choice. Not by giving him a bunch of pseudo-magical powers that would change the overall feel and flavor of the class. I don't have a problem with this...after all, the Ranger gets to choose more Favored Enemies every few levels, and the Bard/Sorc get to swap out spells. I don't think it would be too much of a deal-breaker to let the Fighter choose a second weapon to specialize in at 5th level, and a third at 10th, and so on. It's a bit too power-gamey for my tastes, but others might like it. Not bad...I like the idea of a scaled ability that improves over time. But I was thinking something a little more reminiscent of the Wizard's school specialization ability (skill bonuses, plus extra crunch): [B][SIZE="3"]Weapon and Armor Specialization[/SIZE][/B] At 1st level, a fighter chooses one type of weapon (such as Hammers or Axes) and one type of armor (such as Medium Armor, or Heavy Shields) to specialize in. This choice is permanent, and cannot be changed later. A fighter gains a +1 bonus to all Trip, Disarm, and Sunder attacks made with weapons of this type, and a +1 bonus to all attack and damage rolls made with weapons of this type. This is an untyped bonus that stacks with all others. This bonus improves by +1 at 5th level, and for every 5 levels thereafter (+2 at 5th level, +3 at 10th level, and so on.) In addition, he also gains a special ability when fighting with his chosen weapon; these abilities vary depending on the type of weapon chosen: [SBLOCK="Weapons, off the top of my head"][B]Axes: [/B]you have been trained to use the wide blade of a battle axe as a rudimentary shield. Whenver you are fighting defensively or using the total defensive option with any Axe, you gain a +1 shield bonus to your armor class. This bonus improves to +2 if you are armed with a two-handed Axe. [B]Bows:[/B] You have been trained to conserve arrows on the battlefield, and to craft your own ammunition. Your chances for recovering arrows and crossbow bolts improves to 90%, and you gain a +4 competence bonus to all Craft checks made to create or improve ammunition. [B]Hammers:[/B] the force of your hammer blow can knock your opponents off balance. Whenever you score a critical hit with any Hammer, the target must make a Dexterity save (DC = 10 + damage dealt) or be knocked prone. [B]Polearms:[/B] you have battlefield training and experience against calvary. When fighting with any Polearm, you automatically have Advantage against mounted opponents. Furthermore, whenever you score a critical hit with a Polearm against a mounted opponent, the target must make a Dexterity save (DC = 10 + damage dealt) or be dismounted. [B]Spears:[/B] your advanced training in spears allows you to use any spear as a double weapon. When armed with a Spear, you may strike with the tip as a piercing weapon, and/or strike with the butt as a bludgeoning weapon that deals 1d6 points of damage (Crit x2).[/SBLOCK] The Armor Check Penalty for the fighter's chosen type of armor is reduced by 1, and its armor (or shield) bonus is improved by 1. These bonuses improve by 1 at 5th level, and every 5 levels thereafter. In addition, the fighter gains a special ability when wearing the chosen type of armor or shield: [SBLOCK="Armor and Shields, off the top of my head"][B]Bucklers:[/B] You retain your shield bonus to Armor Class when fighting with your specialized weapon and a buckler, even if your specialized weapon is two-handed, or being wielded in your off-hand. [B]Light Armor:[/B] You are light on your feet, and have been trained with special skirmish tactics that let you roll out of harms way. When wearing Light armor, opponents have no Advantage against you when you are prone. [B]Heavy Shield:[/B] I have no idea, maybe something about being able to slide down staircases while shooting several arrows, then doing a backflip which somehow causes the shield to fly across the room and lodge itself in the armored chest of an orc or something...[/SBLOCK] [/QUOTE]
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