Reconsidering the Fighter for PF1

For years I’ve thought about altering the 1st edition Pathfinder Roleplaying Game fighter class so it has some kind of extraordinary ability that would augment it the way rangers and paladins have spells and supernatural powers. Something to represent that moment when the heroic warrior pits their will, skill, and determination into overdrive and overcomes obstacles that stymie lesser mortals. Not something too boost





But… that’d be a lot of work.





But… every project starts somewhere.





So, here is a really rough First Draft for Martial Techniques, a new alternate class feature for fighters. This is absolutely not how I would present these in a final format, but it’s something I would playtest to see how well the rough version works, to give me guidance on where to take it in development. These are very much not supposed to boost a fighter’s attack rolls, AC, damage, or threat range, but instead give fighters options when dealing with challenges the class isn’t otherwise well-suited to deal with.





[image error] (Art by PatSM)



Martial Techniques



You gain martial techniques in place of bravery (or in place of anything that replaced bravery if you took an archetype that removes bravery). You can use it once per day at 2nd level, and one additional time per day at 6th level and every 4 levels thereafter.





You can use only a single martial technique each round. You use a technique as part of a standard, move, full, or swift action, or a reaction. Martial techniques are extraordinary abilities and, much as the flight of a dragon or the existence of elemental entities, often seem magical without counting as spell-like or supernatural.





There are six martial techniques. You can select from the full list each time you use a martial technique.





Breakdown: You may add your base attack bonus to a single Strength ability check.
Heroic Threat: Select one foe that can see and hear you. That foe takes a -4 penalty to all attack rolls the the DCs of its spells and abilities until it has come within 30 feet of you to make an attack against you or force you to make a saving throw. This effect ends if you move away from the foe, are dazed or stunned, take cover or gain concealment, or the foe takes a standard action to regain their composure.
Overcome: A single attack ignores DR, and affects incorporeal and swarm creatures at full effectiveness even if it normally wouldn’t. If you use this a second time on the same target, it applies to all your attacks until the end of the encounter.
Reputation: Your reputation proceeds you. You may add your base attack bonus to a single Diplomacy, Intimidate, or Sense Motive check.
Shake It Off: You ignore one condition for one round. If the condition is one you could have negated with a saving throw, you also gain a bonus save (at the same DC) to end it.
Vault: An amount of movement up to half your normal move rate can be taken in any direction that does not require teleportation, including flight, underwater, or through difficult terrain. This does not give you additional movement, just frees the movement you take through your normal actions from most restrictions. At the end of your turn if you are not at a location that can support you, you suffer the normal consequences for being there (such as falling, or needing to make a Swim check to not sink).





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Published on November 11, 2020 11:52
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