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Old 12-05-2011, 08:17 PM   Top  -  End  -  #1
Yitzi
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Default Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

The next part of my general Core fix is boosting the fighter and paladin. This takes several parts; first they get more feats, then they get some new (and actually worthwhile) feats available, then a few minor points.

First, the increased feats: A fighter gets a bonus feat at 1st level and every 3 levels thereafter, and at 2nd level and every 3 levels thereafter. (So at every level not divisible by 3.) A paladin gets a new feat at 2nd level and every 3 levels thereafter. Both classes may only take as bonus feats those which are designated as fighter bonus feats.

Next comes the new feats, and improvements on the old ones. Whenever one of the following feats has the same name as an old one, that means it replaces the old one. All of the following feats may be taken as fighter (or paladin) bonus feats (Greater Disarm has been borrowed from the Pathfinder version, but other second-tier combat maneuver feats are not the same as in Pathfinder. Deadly Aim is roughly based on the Pathfinder feat of the same name, and Parry is based on the Pathfinder duelist ability). Note also that due to the new TWF, Greater Two-weapon Fighting no longer exist.

New feats:
Spoiler


Next, a quick boost to the Craft skill: When the Craft skill is used to repair a damaged item (or one broken with a clean break), the process takes only one day. Alternatively, the character may make a quick repair, which takes only one hour, requires half the normal raw material cost (one-tenth the item's nonmagical cost), and has a DC 5 lower than that to craft the item, but the item takes a -1 penalty to attack and damage rolls, and if magical has unreliable functioning (as a cursed item with that property). The penalties last until the item is repaired normally.

Finally, a new weapon and armor enchantment:
A shifting weapon (+1 effective enhancement bonus) may turn into another weapon on command. Melee weapons can only turn into other melee weapons, projectile weapons into other projectile weapons, and thrown weapons into other thrown weapons. Ammunition cannot have the Shifting property. If an item can be used in melee or thrown, it can be treated as either, but not as both for a single weapon. When an Identify spell indicates that a weapon is shifting, it also indicates all available forms.
Changing the form of a shifting weapon is a standard action. When determining the price of a shifting weapon, the prices of all of its forms must be paid for seperately, but the masterwork component only needs to be paid once, and each type of special material must only be paid for once (using the form for which it is most expensive.)
It is possible to split a shifting melee weapon with a +2 or higher actual enhancement bonus into two weapons, suitable for two-weapon fighting; in this case, the pair of weapons is considered to be the weapon's form. When this is done, each magical property and enhancement of the item, except the Shifting property, applies to only one of the weapons (chosen at the time the weapon is split.)
When wielding two shifting weapons, it is possible to absorb one into the other when changing the form of the latter. The absorbed weapon gives no benefit, but is kept safe until the weapons are split again.
A True Sight spell allows the recipient to see all possible forms of a shifting weapon.

When rolling treasure, the top two numbers (for a minor item) or top number (for an medium or major item) assigned to the Flaming, Frost, and Shock properties instead indicate a Shifting weapon with 1d4+1 randomly selected forms. A randomly generated Shifting weapon will have all forms of the same special material (if any.)

A shifting weapon has a strong aura of transmutation, a CL of 15, and requires Polymorph Any Object to create.

Shifting armor works similarly to a shifting weapon, but can also take the form of a normal set of clothes. When randomly rolling armor, rolling a 30-32 (for a minor item) or 8 (for a medium item) results in a Shifting item instead; in addition, if spell resistance of 15 or higher is rolled, there is a 10% chance that the item is Shifting as well, but the spell resistance is reduced by 2.
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Last edited by Yitzi : 12-16-2011 at 11:25 AM.
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Old 12-05-2011, 08:44 PM   Top  -  End  -  #2
NeoSeraphi
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

Improved Critical: Ranged weapons don't have a damage type. They deal damage based on the ammunition that is loaded into them. (A longbow that shoots PHB arrows deals piercing damage, while the same longbow that shoots serpentstongue arrows deals piercing and slashing damage, and the same longbow that shoots blunt arrows deals bludgeoning damage)

Edit: Greater Grapple still does nothing to encourage grappling at mid-to-high levels of play (as all Huge and larger monsters are simply immune to a player's grapple attempts)

Edit 2: Parry: You can't take immediate actions while you are flat-footed. I realize that Core doesn't technically have immediate actions, so I'd add that to the list of times you can't parry. And it's not the same as "Against any attack you would be denied your Dex bonus to AC", as any character with Uncanny Dodge retains his Dexterity bonus to his AC while he is flat-footed, but that doesn't change the fact that he's flat-footed.

Edit 3: Weapon Focus, et al: Why are you granting the benefits of this feat to ray spells but not to touch spells? I think touch spells are also allowed to be targets of the feat normally, so why deprive clerics of their ability to be better at harming?
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Last edited by NeoSeraphi : 12-05-2011 at 09:08 PM.
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Old 12-05-2011, 09:02 PM   Top  -  End  -  #3
Yitzi
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

Quote:
Originally Posted by NeoSeraphi View Post
Improved Critical: Ranged weapons don't have a damage type. They deal damage based on the ammunition that is loaded into them. (A longbow that shoots PHB arrows deals piercing damage, while the same longbow that shoots serpentstongue arrows deals piercing and slashing damage, and the same longbow that shoots blunt arrows deals bludgeoning damage)
Ok, good point. Fixed.

Quote:
Edit: Greater Grapple still does nothing to encourage grappling at mid-to-high levels of play (as all Huge and larger monsters are simply immune to a player's grapple attempts)
It could still be of defensive use, and is also great against barbarians, and Enlarge will help somewhat, but point taken. I've now allowed you to grapple enemies two or three sizes larger without autofail.

Quote:
Edit 2: Parry: You can't take immediate actions while you are flat-footed. I realize that Core doesn't technically have immediate actions, so I'd add that to the list of times you can't parry.
You can't parry when flat-footed anyway, as you have to have made an attack sequence the previous round in order to parry, and if you're flat-footed then by definition you haven't acted yet this battle.
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More minor homebrew (weapons, races).

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Ever want to try your hand at optimizing, but dislike heavy emphasis on splatbooks and/or the rocket tag phenomenon?
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Last edited by Yitzi : 12-05-2011 at 09:07 PM.
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Old 12-05-2011, 09:10 PM   Top  -  End  -  #4
NeoSeraphi
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

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Originally Posted by Yitzi View Post
You can't parry when flat-footed anyway, as you have to have made an attack sequence the previous round in order to parry, and if you're flat-footed then by definition you haven't acted yet this battle.
That's not true, but I suppose in a Core-only game it won't come up that much anyway.
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Old 12-05-2011, 09:11 PM   Top  -  End  -  #5
Yitzi
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

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Originally Posted by NeoSeraphi View Post
That's not true.
How so? If you've taken an action the previous round, you're not flatfooted. (I suppose a spell that makes someone flatfooted would be different, but no such spell exists in Core, and if this is extended to non-Core, it would make more sense to put that in the spell description.)
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More minor homebrew (weapons, races).

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Old 12-05-2011, 09:13 PM   Top  -  End  -  #6
NeoSeraphi
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

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Originally Posted by Yitzi View Post
How so? If you've taken an action the previous round, you're not flatfooted. (I suppose a spell that makes someone flatfooted would be different, but no such spell exists in Core, and if this is extended to non-Core, it would make more sense to put that in the spell description.)
There's a whole bunch of really cool Tactical feats in Complete Warrior and Races of the Wild that let gnomes and halflings use their small Size to confound larger creatures and then if their maneuvers are successful, the next attack they deliver treats the opponent as if he were flat-footed.
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Old 12-05-2011, 09:58 PM   Top  -  End  -  #7
Yitzi
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

Quote:
Originally Posted by NeoSeraphi View Post
There's a whole bunch of really cool Tactical feats in Complete Warrior and Races of the Wild that let gnomes and halflings use their small Size to confound larger creatures and then if their maneuvers are successful, the next attack they deliver treats the opponent as if he were flat-footed.
Sounds fun, but I see no reason that it should block Parry in the presence of Uncanny Dodge any more effectively than it blocks Dexterity bonuses.
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My common-sense houserules.
More minor homebrew (weapons, races).

Complete system remake (under construction, barely started)

Ever want to try your hand at optimizing, but dislike heavy emphasis on splatbooks and/or the rocket tag phenomenon?
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Old 12-05-2011, 10:01 PM   Top  -  End  -  #8
NeoSeraphi
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

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Originally Posted by Yitzi View Post
Sounds fun, but I see no reason that it should block Parry in the presence of Uncanny Dodge any more effectively than it blocks Dexterity bonuses.
Because you can't make attacks of opportunity while flat-footed? Flat-footed is basically a condition where you simply cannot act. No immediate action spells, no AoOs, nothing. Uncanny Dodge doesn't help with that either.
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Old 12-05-2011, 10:13 PM   Top  -  End  -  #9
Yitzi
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

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Originally Posted by NeoSeraphi View Post
Because you can't make attacks of opportunity while flat-footed? Flat-footed is basically a condition where you simply cannot act. No immediate action spells, no AoOs, nothing. Uncanny Dodge doesn't help with that either.
Could be, except that I suspect RAI for those feats is simply that he loses his DEX bonus as if he were flat-footed. (An interesting non-homebrew distinction would be if the next attack the individual makes is a grapple without Improved Grapple or the like. If the individual is truly considered flat-footed, he can't make an AoO in response to it.)
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My psionics remix.
My common-sense houserules.
More minor homebrew (weapons, races).

Complete system remake (under construction, barely started)

Ever want to try your hand at optimizing, but dislike heavy emphasis on splatbooks and/or the rocket tag phenomenon?
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Old 12-05-2011, 10:29 PM   Top  -  End  -  #10
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

might slip the balenced weapon styles into this while you are at it... never tried them in a real game, but the look fun.
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Old 12-05-2011, 10:30 PM   Top  -  End  -  #11
NeoSeraphi
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

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Originally Posted by Yitzi View Post
Could be, except that I suspect RAI for those feats is simply that he loses his DEX bonus as if he were flat-footed. (An interesting non-homebrew distinction would be if the next attack the individual makes is a grapple without Improved Grapple or the like. If the individual is truly considered flat-footed, he can't make an AoO in response to it.)
Exactly, you could do that with these feats. Flat-footed is useful for more than just removing Dex to their AC and qualifying for precision damage. It's to stop counter-attacks and prevent annoying responses like celerity.

Edit: Getting back on topic though, why are you only allowing your Weapon Focus line to apply to ray spells and not to touch spells?
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Old 12-06-2011, 01:24 AM   Top  -  End  -  #12
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

As far as the Fighter class goes, you really haven't changed anything.
3 extra feats spread over 20 levels change nothing.

And now that the Paladin gets 7 more feats - and quite a few - 3 of which before 10th level - there's really no reason to play a fighter - ever.
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Old 12-06-2011, 01:30 AM   Top  -  End  -  #13
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

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Originally Posted by nonsi View Post
As far as the Fighter class goes, you really haven't changed anything.
3 extra feats spread over 20 levels change nothing.

And now that the Paladin gets 7 more feats - and quite a few - 3 of which before 10th level - there's really no reason to play a fighter - ever.
Actually, there are 8 reasons why you'd still play a fighter over a paladin: Neutral Good, Chaotic Good, Lawful Neutral, Neutral, Chaotic Neutral, Lawful Evil, Neutral Evil, Chaotic Evil.

Edit: Though I agree with your opinion about the paladin stealing the fighter's thunder. The problem is that the fighter didn't really have that much thunder to steal. No other class got absolutely nothing as early as third level.

If you're playing a straight fighter, even in a Core-only game, it's either to prove that a straight fighter can be optimized, or it's because you're a new player who's looking for someone simple.
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Old 12-06-2011, 02:08 AM   Top  -  End  -  #14
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

The bonus feats help the paladin out a fair deal, but don't change the fact that it's a 6-level class-- and that's counting Remove Disease 1/week as a useful ability, which it isn't. You still don't have an effective form of offense outside of feats, and the spells and healing are pretty crappy.

Fighter is helped by the powered-up feats, but still gets nothing for himself (all other classes can take feats, and paladin even steals his schtick of getting lots of them). The poor guy needs class features.
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Old 12-06-2011, 07:41 AM   Top  -  End  -  #15
Yitzi
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

Quote:
Originally Posted by bobthe6th View Post
might slip the balenced weapon styles into this while you are at it... never tried them in a real game, but the look fun.
I'll look them over if I have a bit more time, and see if there's anything there worth using.

Quote:
Originally Posted by NeoSeraphi View Post
Exactly, you could do that with these feats. Flat-footed is useful for more than just removing Dex to their AC and qualifying for precision damage. It's to stop counter-attacks and prevent annoying responses like celerity.
The only person who gets anything Celerity-like in this fix (since it doesn't have the spell) is high-level monks, and they tend to lose hard to fighters anyway.

Quote:
Edit: Getting back on topic though, why are you only allowing your Weapon Focus line to apply to ray spells and not to touch spells?
I just copied that bit over from the original. Good point, though, I'll add that too. Not that it matters much, though.

Quote:
Originally Posted by nonsi View Post
As far as the Fighter class goes, you really haven't changed anything.
3 extra feats spread over 20 levels change nothing.
But highly useful fighter-only feats (the top 3 elements of the weapon specialization line) do, and extremely powerful but highly situational feats (as many of the new feats are) and good feat combos (as the rest of them are) definitely do.

Quote:
And now that the Paladin gets 7 more feats - and quite a few - 3 of which before 10th level - there's really no reason to play a fighter - ever.
Weapon specialization. Greater Weapon Focus. Greater Weapon Specialization. The ability to take two offensive lines (because all of the new feats have creatures they're weak against) and two defensive lines, and still have enough left for a bit extra.

Quote:
Originally Posted by Grod_The_Giant View Post
The bonus feats help the paladin out a fair deal, but don't change the fact that it's a 6-level class-- and that's counting Remove Disease 1/week as a useful ability, which it isn't. You still don't have an effective form of offense outside of feats, and the spells and healing are pretty crappy.
Yes, paladin is a somewhat eclectic class. But he's got decent attack and damage bonuses through spells and the occasional Smite Evil (not as much as a raging barbarian gets, but a bit), and a bit of healing, and a bit of feats...he's sort of a bit of everything.

Quote:
Fighter is helped by the powered-up feats, but still gets nothing for himself (all other classes can take feats, and paladin even steals his schtick of getting lots of them).
The point is that the feats are designed to complement (work together) and supplement (each one is useful only some of the time, but when one isn't useful another one usually will be) each other, so that they're far more useful when you can take a lot of them. And of course the three fighter-only feats are pretty good.
__________________
My general 3.5 balance fix.
My psionics remix.
My common-sense houserules.
More minor homebrew (weapons, races).

Complete system remake (under construction, barely started)

Ever want to try your hand at optimizing, but dislike heavy emphasis on splatbooks and/or the rocket tag phenomenon?
Come visit the Core Coliseum today, for a totally different style of optimization.

Last edited by Yitzi : 12-06-2011 at 09:33 AM.
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Old 12-06-2011, 09:45 AM   Top  -  End  -  #16
Yitzi
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

Looking over the balanced weapon styles, I don't really see much that fits well with the intent here. A few, such as the reduced feat costs for someone using a lot of styles, actually go against the core idea of this fix (namely that a lot of feats should translate into a lot of options both offensively and defensively.)

There is a bit, though:
The new Precise Shot does look good, though; I'll add it to the existing one.

I also think I'll include a modified version of Warder.

Finally, it occurred to me that there should be a feat to help characters who want to wield two longswords, so I'm adding Improved Two-Weapon Fighting.
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My general 3.5 balance fix.
My psionics remix.
My common-sense houserules.
More minor homebrew (weapons, races).

Complete system remake (under construction, barely started)

Ever want to try your hand at optimizing, but dislike heavy emphasis on splatbooks and/or the rocket tag phenomenon?
Come visit the Core Coliseum today, for a totally different style of optimization.

Last edited by Yitzi : 12-06-2011 at 09:53 AM.
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Old 12-06-2011, 11:00 AM   Top  -  End  -  #17
Grod_The_Giant
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

Quote:
Originally Posted by Yitzi View Post
Yes, paladin is a somewhat eclectic class. But he's got decent attack and damage bonuses through spells and the occasional Smite Evil (not as much as a raging barbarian gets, but a bit), and a bit of healing, and a bit of feats...he's sort of a bit of everything.
I would argue that a class needs something unique. Why should I play a paladin as opposed to, say, a fighter/cleric? I would argue that your fix fails to address the paladin's biggest problems.
  • MAD
  • Smite Evil doesn't have enough effect and isn't usable often enough.
  • All the class features are concentrated in the first few levels, leaving little incentive not to multiclass out.
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Old 12-06-2011, 12:16 PM   Top  -  End  -  #18
nonsi
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

Quote:
Originally Posted by Yitzi View Post
But highly useful fighter-only feats (the top 3 elements of the weapon specialization line) do, and extremely powerful but highly situational feats (as many of the new feats are) and good feat combos (as the rest of them are) definitely do.
. . .
Weapon specialization. Greater Weapon Focus. Greater Weapon Specialization. The ability to take two offensive lines (because all of the new feats have creatures they're weak against) and two defensive lines, and still have enough left for a bit extra.
These are the most insignificant feats in the entire game (in fact, they're so insignificant that you almost might as well have given up those feat slots altogether). maybe with Melee Weapon Master & Weapon Supremacy they amount, value-wise, to 2 feats (compare them to Elusive Target, for instance - comes very handy when facing a full attack by a great wyrm).
They work well only for those that engage in strategy-less straight combat.

Click This to get some clues regarding a handful of the melees' problems (and the list goes on and on).
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Old 12-06-2011, 01:57 PM   Top  -  End  -  #19
Yitzi
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

Quote:
Originally Posted by Grod_The_Giant View Post
I would argue that a class needs something unique.
I'd disagree.

Quote:
Why should I play a paladin as opposed to, say, a fighter/cleric?
You mean a multiclass? Because in order to get the same feats as the fighter you need to spend half your levels on it, leaving you with only 5-level spellcasting anyway, and you still lose out on the full BAB, the save bonus, and spells like Holy Sword. And of course you lose out on Smite Evil. It's somewhat similar, but the paladin is a superior version of such.

Quote:
I would argue that your fix fails to address the paladin's biggest problems.
  • MAD
  • This is fixed (at higher levels, where it's actually a problem) by my change to inherent bonuses in a different part of the fix.

    Quote:
  • Smite Evil doesn't have enough effect and isn't usable often enough.
  • This actually could use fixing; I'll get to work thinking about how to fix it in my paladin fix part 2.

    I don't want to make it too powerful, though; the Paladin can use Divine Favor to get roughly a third to half of the raw offensive power of the barbarian, so on top of other spells and half the feats of the fighter, it could very easily become too much.

    Unless I reduce his feats; that actually might be a good idea. I'll think about it.

    Quote:
  • All the class features are concentrated in the first few levels, leaving little incentive not to multiclass out.
Not really. There are no new class features after the first few levels, but most of the existing ones are level-dependent, so by multiclassing out you're giving up most of the benefit of those abilities.

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These are the most insignificant feats in the entire game (in fact, they're so insignificant that you almost might as well have given up those feat slots altogether).
How so? For the cost of one feat, you get what amounts to a +2 bonus on all combat maneuvers you're focusing on, as well as a far more efficient Power Attack and Combat Expertise.

Quote:
compare them to Elusive Target, for instance - comes very handy when facing a full attack by a great wyrm
Comparing something to an overpowered homebrew feat isn't really a good measure of balance.

That said, my fix does have something of use when facing a full attack by a great wyrm; it's called Improved Dodge, and works a lot better when you can get a high Dodge bonus with Combat Expertise, Improved Defense, and 4 +25% feats (of which 3 are fighter-only).

Quote:
They work well only for those that engage in strategy-less straight combat.
Perhaps you're misreading them. Their whole strength is that they improve not one option but a whole slew of them, allowing you to have numerous options from which to pick the best one (the essence of strategy).

Quote:
Click This to get some clues regarding a handful of the melees' problems (and the list goes on and on).
Let's go through that...
-First a bit about tier 1s. As I said, this is part of a general fix (linked) in which tier 1s are substantially depowered. That said, fighter is not meant to be able to beat a wizard of equal level; if you want to make a wizard cry, send a monk. (Fighter is meant to beat monk, by the way.)
-Enervation was mentioned. This (ranged touch attacks) is actually one area in which fighters have been made far more effective against casters, through boosts to Combat Expertise. (Of course, other classes can use Combat Expertise too, but they can only boost it to 225% effectiveness, and have to spend a substantial portion of their feats to do so, while a fighter can boost it to 300% effectiveness at a substantially lower cost.)
-A point about the importance of versatility. If there's one thing the new fighter is good at, it's versatility.
-More about how wizards are broken; there's a reason my wizard fix was 3 parts.

I am fully aware of why wizards beat fighters, and that was mostly dealt with in my wizard fix (a bit is dealt with here, and some was left in place because everyone needs some weaknesses); the point here is more that a fighter should be able to beat monsters, most clerics or druids, and other physical combat classes (including rogues who try to use a direct approach or flanking, but not rogues who use sniping; feinting rogues can go either way).
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Old 12-06-2011, 02:09 PM   Top  -  End  -  #20
NeoSeraphi
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

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Originally Posted by Yitzi View Post
Comparing something to an overpowered homebrew feat isn't really a good measure of balance.

That said, my fix does have something of use when facing a full attack by a great wyrm; it's called Improved Dodge, and works a lot better when you can get a high Dodge bonus with Combat Expertise, Improved Defense, and 4 +25% feats (of which 3 are fighter-only).
Elusive Target is NOT an "overpowered homebrew feat".
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Old 12-06-2011, 02:37 PM   Top  -  End  -  #21
Yitzi
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

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Originally Posted by NeoSeraphi View Post
Elusive Target is NOT an "overpowered homebrew feat".
Whoops, a Google search found me a homebrew version, and I didn't realize it was based on a non-homebrew feat.

And I don't really see why this one is so much better than the +25% feats. Negating Power Attack is always nice, but a well-built fighter will have no trouble punishing Power Attackers by boosting his AC. (He can also undo the effects of Power Attack with Take the Blow.) The anti-flanking ability is cool, but doesn't seem that useful most of the time. And while the overreach ability is useful, if you're serious about tripping you can use the trip bonus from the +25% feats (as well as the ability to get Greater Trip and still have enough feats for several other options), and if not you don't have much chance of making the trip check anyway against many monsters.

Also, I've thought more about Smite Evil, and concluded it doesn't really need that much boosting. When used on a charge with a lance and Spirited Charge (pretty much classic paladin), it can do 3X the paladin's level in damage, and not only doesn't cost attack bonus the way Power Attack does, but actually gives a minor boost. Add Divine Favor and a few well-chosen feats on top of that, and paladins are the best alpha strikers by far. (Well, except against low-AC enemies, where barbarians and fighters can use power attack to pull ahead.) Some is still needed because it can't be used on an entire attack sequence, but not as much as one might think.

The real problem that paladins have is that feats like Shock Trooper allow non-paladins to compete with Smite Evil, and do it more often, but this fix assumes the absence of those feats.
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Old 12-06-2011, 02:45 PM   Top  -  End  -  #22
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

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Originally Posted by Yitzi View Post
Whoops, a Google search found me a homebrew version, and I didn't realize it was based on a non-homebrew feat.

And I don't really see why this one is so much better than the +25% feats. Negating Power Attack is always nice, but a well-built fighter will have no trouble punishing Power Attackers by boosting his AC. (He can also undo the effects of Power Attack with Take the Blow.) The anti-flanking ability is cool, but doesn't seem that useful most of the time. And while the overreach ability is useful, if you're serious about tripping you can use the trip bonus from the +25% feats (as well as the ability to get Greater Trip and still have enough feats for several other options), and if not you don't have much chance of making the trip check anyway against many monsters.

Also, I've thought more about Smite Evil, and concluded it doesn't really need that much boosting. When used on a charge with a lance and Spirited Charge (pretty much classic paladin), it can do 3X the paladin's level in damage, and not only doesn't cost attack bonus the way Power Attack does, but actually gives a minor boost. Add Divine Favor and a few well-chosen feats on top of that, and paladins are the best alpha strikers by far. (Well, except against low-AC enemies, where barbarians and fighters can use power attack to pull ahead.) Some is still needed because it can't be used on an entire attack sequence, but not as much as one might think.

The real problem that paladins have is that feats like Shock Trooper allow non-paladins to compete with Smite Evil, and do it more often, but this fix assumes the absence of those feats.
Perhaps you could include the Charging Smite ACF as a minor boost to the class? (Charging Smite: On a charge, but not while mounted, the paladin deals an extra 2 damage per paladin level with his Smite Evil attack, for a total of +3*level damage)

The problem with Core-only games that most people have isn't the lack of power, it's the lack of customization. Alternate Class Features in particular really help to build your character any way you like.
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Old 12-06-2011, 03:05 PM   Top  -  End  -  #23
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Originally Posted by NeoSeraphi View Post
Perhaps you could include the Charging Smite ACF as a minor boost to the class? (Charging Smite: On a charge, but not while mounted, the paladin deals an extra 2 damage per paladin level with his Smite Evil attack, for a total of +3*level damage)
Why should a paladin have an ability that only works when not mounted? I'm thinking more along the lines of giving him more uses, and then letting him combine a whole full attack's worth of them into a single FRA (but because it's only a single attack, it can be used from a charging mount) attack (the damage stacks, the attack bonuses don't.)

Quote:
The problem with Core-only games that most people have isn't the lack of power, it's the lack of customization. Alternate Class Features in particular really help to build your character any way you like.
The problem is that coming up with large numbers of ACF's is not feasible, and getting them from splatbooks I don't own is out of the question. Creating "on-demand" custom classes/alternate features for flavor is a possibility, though, and I plan to use it in my game, but of course I won't be posting those before I get players.
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Old 12-06-2011, 03:37 PM   Top  -  End  -  #24
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

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Originally Posted by Yitzi View Post
How so? For the cost of one feat, you get what amounts to a +2 bonus on all combat maneuvers you're focusing on, as well as a far more efficient Power Attack and Combat Expertise.
I must admit that I lost you.
Of the entire Weapon Focus tree, the one that grants +2 to all maneuvers is Melee Weapon Mastery - and this one was not on the list you mentioned... and it has Focus & Spec. as prereqs - making it 3 feats.
That's about equivalent to what you'll get from Enlarge Person, only without the extra reach.

Quote:
Originally Posted by Yitzi View Post
Perhaps you're misreading them. Their whole strength is that they improve not one option but a whole slew of them, allowing you to have numerous options from which to pick the best one (the essence of strategy).
Are you sure you're talking about the Weapon Focus feats tree?
I don't remember them granting new options.
Can you elaborate?
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Old 12-06-2011, 04:25 PM   Top  -  End  -  #25
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

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Originally Posted by nonsi View Post
Are you sure you're talking about the Weapon Focus feats tree?
I don't remember them granting new options.
Can you elaborate?
He's talking about his new Weapon Focus feat tree, which is listed above. Here's the Weapon Focus feat:

Weapon Focus

Choose one type of weapon. You can also choose unarmed strike or grapple (or ray or touch attack, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a 25% increase to the numerical benefits gained from the following feats when used with the chosen weapon: Combat Expertise, Power Attack, Deadly Aim, Improved Disarm, Greater Disarm, Improved Trip, Greater Trip, Improved Sunder, Greater Sunder. You may choose to instead gain a +1 bonus on the attack roll with the selected weapon.
If you are entitled to multiple percentage bonuses to the effects of a feat, add together all the percentages before applying the result to the effect of the feat and rounding down.

Quote:
Originally Posted by Yitzi View Post
Why should a paladin have an ability that only works when not mounted? I'm thinking more along the lines of giving him more uses, and then letting him combine a whole full attack's worth of them into a single FRA (but because it's only a single attack, it can be used from a charging mount) attack (the damage stacks, the attack bonuses don't.)
Because sometimes a player wants to play a paladin in a typical underground dungeon setting where a Large creature would just get in the way, where you need to walk over traps and tightropes and blah blah a horse isn't good.
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Old 12-06-2011, 05:02 PM   Top  -  End  -  #26
Yitzi
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

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Because sometimes a player wants to play a paladin in a typical underground dungeon setting where a Large creature would just get in the way, where you need to walk over traps and tightropes and blah blah a horse isn't good.
Point. Although that's a specialized enough issue that it can be dealt with by the DM in a particular case (perhaps by that exact ACF), it doesn't need to be included in a general fix.

It also occurred to me...I probably should make Smite Evil usable with a ranged attack. Then in addition to charging, the new feats allow a paladin to become a nasty archer, since the archery equivalent to Power Attack involves criticals, and Smite Evil gives a constant bonus (which is multiplied by criticals). He still won't be as good an archer overall as a fighter (since he can't keep it up for a long period), but for a short burst of offensive power he could very well be better.
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Old 12-06-2011, 05:19 PM   Top  -  End  -  #27
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

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Point. Although that's a specialized enough issue that it can be dealt with by the DM in a particular case (perhaps by that exact ACF), it doesn't need to be included in a general fix.
True. The real problem is the narrow focus of the class overall, which is why the SRD released three very nice Paladin alternatives, which give you a Chaotic Good, Chaotic Evil, and Lawful evil variation of the paladin, so that you can still use it even if you don't want to be Lawful, or if you're playing in an evil game (or just fighting Good creatures more often than Evil creatures)

I suggest you focus on that first, because the heavy alignment restriction/alignment focus of the class is the primary reason that a paladin is a poor choice for a player, along with the fact that it has so many dead levels after 6th.

Also, Charging Smite was released as an ACF for the Special Mount class feature.
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Old 12-06-2011, 05:24 PM   Top  -  End  -  #28
Yitzi
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

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Originally Posted by NeoSeraphi View Post
True. The real problem is the narrow focus of the class overall, which is why the SRD released three very nice Paladin alternatives, which give you a Chaotic Good, Chaotic Evil, and Lawful evil variation of the paladin, so that you can still use it even if you don't want to be Lawful, or if you're playing in an evil game (or just fighting Good creatures more often than Evil creatures)

I suggest you focus on that first, because the heavy alignment restriction/alignment focus of the class is the primary reason that a paladin is a poor choice for a player, along with the fact that it has so many dead levels after 6th.
I see no reason to focus on it; the UA stuff is a perfectly good solution for when such is necessary, and perfectly compatible with everything I'm doing.

Quote:
Also, Charging Smite was released as an ACF for the Special Mount class feature.
As I said; it can be dealt with by that exact ACF. (And to tell the truth, it's probably weak enough as such that I'd allow it in my game if someone asked for it.)
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Old 12-06-2011, 05:27 PM   Top  -  End  -  #29
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

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I see no reason to focus on it; the UA stuff is a perfectly good solution for when such is necessary, and perfectly compatible with everything I'm doing.
But the solution isn't available in a Core-only game. And that's what you're trying to fix, right?
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Old 12-06-2011, 05:55 PM   Top  -  End  -  #30
Yitzi
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Default Re: Fighter and paladin boost (includes new fighter feats) (3.5 Core, PEACH)

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Originally Posted by NeoSeraphi View Post
But the solution isn't available in a Core-only game. And that's what you're trying to fix, right?
No; I'm trying to fix the problems that (a) are problems in all or a substantial portion of games (as opposed to only those where someone wants to play a nonstandard character type), and (b) cannot be fixed with universally available resources without creating other problems.

Fixing every problem of the "limited options" sort is, frankly, impossible. As long as all Core classes are playable but not overpowered, and the game doesn't put too much emphasis on one aspect (offense, defense, noncombat), the goal of this fix is accomplished. Fixing other things can be left for other fixes (and a fix that consists simply of including a variant that is available online really isn't even worth posting.)
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