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Weapon Aptitude for Fighters?

Cheiromancer

Adventurer
Warblades (Bo9S) have an extraordinary ability called Weapon Aptitude. One of its benefits is that all but two of the warblade levels count as fighter levels when qualifying for feats and prestige classes. (So a 6th level Warblade is eligible for weapon specialization).

However, the ability also allows the warblade to "retrain" weapon specific feats (like weapon focus) with an hour of practice in the morning. This seems like an obvious (and very useful) ability for fighters to have.

Anyone see any reason why fighters could not be deemed to have Weapon Aptitude too? Except that all their fighter levels count as fighter levels, of course.
 

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Sure, not bad for a Fighter at all -- but then, the problem with a Fighter isn't getting people to take one level of it, but to get them to take more than 2 or 4 levels of it.

At what level would you grant this ability? 3rd, 5th, 7th?

Cheers, -- N
 

I wasn't looking at it from the standpoint of making the fighter class more attractive. Just that martial feats are a fighter's schtick, and a warblade shouldn't exceed them in their area of strength. Since a warblade gets Weapon Aptitude at 1st level, that's the latest a fighter should get it. ;)

Actually, a fighter should be able to do this better. Maybe allow him to retrain any and all feats found on the list of fighter bonus feats?

A higher level ability (maybe 5th level) might extend the retraining to any feat which has a fighter feat among its prerequisites.
 

In my game I allow it for fighters at 7th level and again at 17th (I also allow it for feats like armor focus). I allow one weapon or armor or shield at a time, so from 7th - 16th level the fighter can move one set of feats, and from 17+ they can move two sets.

I think if I allowed a warblade I would push it back to 9th & 19th for them, though I'd be more likely to drop that and their HD were I to ever allow them (it's not that their not an awesome class, but I don't have a niche for them to fill in my game ATM).
 

That might be an interesting Fighter variant. :)

At 3rd level, you can retrain any weapon-specific feat (as a Warblade).

At 7th level, you can additionally retrain any one Fighter bonus feat every morning (or otherwise 1/day).

At 11th level, you can retrain weapon-specific feats, and additionally any two Fighter bonus feats, with one hour's practice.

At 15th level, you can retrain weapon-specific feats, and additionally any four Fighter bonus feats, with one hour's practice.

At 19th level, you can retrain all your Fighter bonus feats with one hour's practice.

Hmm!

Cheers, -- N
 

Nifft said:
That might be an interesting Fighter variant. :)

I'm using something similar to that in my game. It's a little more potent, but all the classes have had a bit of a hike. Anyway:

Tactical Mastery (Ex): At eighth level, the fighter gains a Tactical feat slot. This feat need not be chosen upon attaining the level, but, rather, once per day the fighter may chose any feat for which he qualifies to fill this slot. It remains as that feat for the remainder of the day, before resetting once again.

The fighter gains an additional Tactical feat at 14th level, and again at 20th.​
As for the weapon aptitude, that's a really nifty ability (and suggests I really should bother to read my copy of Nine Swords.) I'd definitely argue towards giving it to fighters, especially if you're using warblades in your game.
 

Nifft said:
That might be an interesting Fighter variant. :)

At 3rd level, you can retrain any weapon-specific feat (as a Warblade).

At 7th level, you can additionally retrain any one Fighter bonus feat every morning (or otherwise 1/day).

At 11th level, you can retrain weapon-specific feats, and additionally any two Fighter bonus feats, with one hour's practice.

At 15th level, you can retrain weapon-specific feats, and additionally any four Fighter bonus feats, with one hour's practice.

At 19th level, you can retrain all your Fighter bonus feats with one hour's practice.

Hmm!

Cheers, -- N
Or go the Iron Heroes man-at-arms route: more feat slots, but make them "wildcard". Every encounter, you fill them in with whatever suits the situation.

Fighting orcs: Power Attack, Cleave, Great Cleave

Fighting ninjae: Blind-Fight, Improved Trip

Fighting archers: Point Blank Shot, Rapid Shot
 


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