PF 1 Essentials, Fighter Class Preview
I’ve done a lot of work on my idea for a revised “PF1 Essentials” rewrite of the Pathfinder Roleplaying Game, going over a number of feats (which are now compiled here, along with my thoughts on them and a growing index of other articles). I thought it was time to show what i think a PF1 Essentials class might look like, so I did a rough preview of the FPF1 Essentials Fighter.
Obviously this is just a starting point, and I’ll need to integrate a lot of things into it (like how Fighters get to have multiple Stance feat stances going at once, which is likely an advanced combat training option). But as a preview of where I am taking this, i thought people might enjoy it.
Essentials Fighter Class Preview
Hit Die: d10.
Starting Wealth: 250 gp. In addition, each character begins play with an outfit worth 10 gp or less.
Class Skill: The fighter’s class skills are Animal Handling (Dex or Cha), Appraise (Int), Athletics (Str), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), and Survival (Wis).
(Animal handling now includes Handle Animal and Ride. Athletics now combines Climbing and Swim. Profession now includes Craft and Profession.)
Skill Ranks Per Level: 6 + Int modifier.
Table 1: The Fighter
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1st||+1||+2||+0||+2||Bonus feat, combat style|
|2nd||+2||+3||+0||+3||Bonus feat, combat training|
|9th||+9/+4||+6||+3||+6||Combat training, advanced combat training|
|20th||+20/+15/+10/+5||+12||+6||+12||Bonus feat, combat mastery|
Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with light armor.
Obviously the class has had major upgrades in Will saves and skill points. I’ve been working with the basic d20 fighter nonstop since 1999, and I believe these pure power boosts are warranted, and will help make the fighter the go-to class for players who want to be strong-jawed swordsmen and dashing heroes.
Bonus feats are largely unchanged.
At first level, you’ll gain a combat style. This will set one fighter apart from another at the very beginning, and some combat trainings will require a set style. A combat style might give you proficiency with medium and heavy armor, all shields (including tower shields), and give you a solid armor training/armor mastery path for your combat mastery. Or it might give you bonuses to AC when wearing no more than light armor and give you a panache option combat training path. Or give you an order, oath, light and heavy armor, and a mounted combat/cavalier order combat training path.
It might even give you some combat magic, for a bgeing-at-first-level version of the eldritch knight.
Nearly everything else fighters get has been rolled into “Combat training.” This will be a system much like rogue talents, but focused on different fighting options. Combat training will have all the armor training and weapon training options, and a lot of the things that built off those in Player Companions and archetypes.
At 9th level you’ll gain access to advanced combat training, which will have higher-level-appropriate options, and likely a way to pick up a “second fighting style” if desired.
This system can roll a ton of archetypes and even some base and hybrid classes into a single, flexible class that takes less room than all those options combined, but can actually create more different custom PC builds, all on the same game-balanced chassis.
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Posted on October 21, 2020, in Game Design, Pathfinder Development and tagged Base Classes, Game Design, gaming, Pathfinder First Edition, PF1 Essentials. Bookmark the permalink. Leave a comment.
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