Revised Fighter and Templar

Post/Author/DateTimePost
#1

Zardnaar

Apr 05, 2008 6:50:41
Currently playtesting a revised Fighter and Templlar in my campaign setting. I have them on a nice word document complete with nice looking tables etc. Alot of people on various boards have complained fighters are to weak and that the Templar doesn't feel right.

Email me at [email]Zardnaar@yahoo.com[/email] and I can attach the file.

Fighter Highlights.

My fighter is essentially the Paizo Pathfinder version but taken a bit further and hopefully won't suck as much outside combat. Highlights are.

1. Good fort and will saves. Rangers get 2 good saves, barbarians get will save bonuses while ragong and Paladins get divine grace. Now fighters don't suck as much.
2. 4 skill points a level and revised skill list. Ever wondered why fighters make lousy sentries? Now with spot and listen as class skills.
3. Class ability at every level. Thanx Paizo- now fighters get their usual figher bonus feats plus weapon or armor mastery.
4. Capstone abilites. Level 19 and 20 options. DR10/- if weariong the right armor and increased critical multipliers.
5. Gladiator varient as I don't use the Gladiator class which feels like a fighter but worse.

Templar (version 3.0)

I've been tweaking a Templar class for a while now as the Athas.orgs version I'm not a big fan of it. It seems to be a powerful divine caster that isn't broken like a Cleric or Druid and can still heal. Working well in playtesting so far. Doesn't melee as well as a Cleric or Druid has some excellent offensive spells. Gains a class abilty at every level like Druids but without the broken cheese (natural spell, wild armor, spellbuffed dire bear).

1. Spontaneous caster a'la warmage and beguiler. Can cast every spell at will on its spell list. Spell list includes Lightning Bolt, Flameblade and both low level cure and inflict spells. Has a small list of known spells. Needs the Spell Compendium for non core spells.
2. Game mechanics for extra resources, minions, and secular authority which is now an in game mechanic useable 1-5 times a day depending on level.
3. Be a Tyrant. Compulsion spells like Hold Person can get difficult to save vs (+3 on Compulsion DCs at higher level).
4. Steal Spell. Gain extra spells by pilfering the Cleric spell list. Templar spells are powered by stolen elemental energy. Now steal the actual spells and add them to your spells known.
5. Excellent saving throws. Be one with Favoured Souls and Monks.
6. Bonus metamagic feats at level 10, 14 and 18.
7. Might of the Sorcerer King capstone ability at 20. Invoke your king for some righteous smackdown (+8 strength, +4 con/dex,+5 saving throw bonus, DR 15/-).
#2

Jaysyn

Apr 09, 2008 14:51:39
The thing about fighters, while they don't have great saves, they get enough feats to take most of the saving throw boosters to make up for that.
#3

king_cromag

Apr 09, 2008 15:02:42
I generally like your changes. I am looking to convert my game to the pathfinder series as well. For the psychic stuff I was thinking green ronins pychics system might be given a try. I look forward to hearing how it works in play. I am waiting for a good time in the campaign for a change of system.