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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.

(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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Advanced Item Mastery Training Feats (Pathfinder)

I am very fond of Item Mastery Feats for the Pathfinder Roleplaying Game. I think there are lots of interesting places those feats can take characters, especially fighters. I am also a big fan of the Advanced Weapon Training rules that allow fighters to make weapon training do more than just grant flat attack and damage bonuses. The two already combine somewhat (with the item mastery advanced weapon training option), but I think there are yet more interesting ways they can be mixed for fighters, and some other classes.

Arcane Fighter (Combat)
You know magic is a potent weapon, and you study how to fight with magic items.
Prerequisite: Fighter level 1.
Benefit: You are considered trained with Use Magic Device, and can make special UMD checks with a bonus equal to your fighter level + your Constitution bonus +3, rather than your normal skill bonus.

Draught Mastery
When you drink a magic potion, you gain additional benefits.
Prerequisites: One of the following class features: armor training, brew potion, weapon training.
Benefit: Select three item mastery feats for which you meet the prerequisites. Each time you gain a new level, you can change this selection.
Once per day when you drink a potion, you may use the benefit of one of those item mastery feats if the potion would qualify to grant you if it were a permanent magic item. You may use this feat a second time per day when your base attack bonus, caster level, or alchemist level reaches +5 or 5th, and every +5 or 5 levels thereafter.

Extra Weapon Training (Combat)
You are a master of many weapons and weapon fighting techniques.
Prerequisites: Weapon training class feature.
Benefit: You can select another weapon group your weapon training class feature applies its benefits to. Alternatively, you may select another advanced weapon training option for which you meet the prerequisites.

Patreon Exclusive!
The point of the Advanced Item Mastery Training Feats article was to create new ways to use existing Item Mastery Feats and find synergy with advanced weapon training, rather than to present new Item Mastery Feats. However while writing it I thought of one new Item Mastery Feat which fills a gap in what those feats can allow a character to do: Buff Mastery. It is presented at my Patreon, exclusively (for now) for my Patrons!