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View Full Version : Complete Fighter Rework [PEACH, work in progress]



Belial_the_Leveler
2013-07-15, 05:00 PM
Before you go on to see the class itself, a few words;

1) This class is intended to replace the fighter with a version that is as good at martial things as the wizard is at arcane things, that is also interesting to play and both gives options and requires tactics near to the level a wizard would.

2) This class works by giving the fighter "techniques", which are effectively incremental buffs, and an amount of points to distribute among them. The player chooses which techniques their fighter learns as they level and, during combat, assigns points to the techniques they'd like to use. Assigned points can be changed by taking an action, similar to how a caster's buffs can be changed if you cast another buff.

3) The power level of the class intends for this Fighter to be better at fighting than a reasonably buffed wizard or cleric would be at fighting so that in most games the guy who wants to tank will play the fighter - and thus in such games the wizard would no longer be able to do everything better. The really broken stuff magic could do without GM control (or common sense) remain but "balancing" at those levels of theoretical optimization is irrelevant.

4) Some of the fighter's abilities are anti-caster for the same reason the wizard has abjuration magic - to have such an option for when it's needed. The class is not intended as an anti caster.

5) Where the class is incomplete and I ask for help is in the "utility" techniques meant to give the class options beyond just physical combat. If you guys have ideas for cool things a warlord, scout, zenmaster of martial lore and such characters could do that could be put into this system, speak up please.


The Fighter




Adventures: The majority of fighters in the world are guards in cities, buildings or organizations, or members of militia, mercenary units or standing armies and as such they don't actually have adventures on their own. However, the majority of fighters that actually gain glory and renown are those that go to adventures on their own, take up quests or lead their own groups. Due to the fighter's adaptability and high demand for their skills, fighters can and do take part in adventures of all types.
Characteristics: The Fighter is the ultimate student of combat. Through intense training, great experience and innate talent they can reach and eventually surpass the peak of mortal achievement in conflicts of any sort. Unlike the Barbarian -who draws primal power from emotion, ancestral worship or animal totems- or the Rogue -who uses tricks, misdirection, contacts and dabbling in many arts to gain an advantage- the Fighter masters the flow of the conflict itself. From the lowly caravan guard and army trooper to the legendary champions who can wrestle with dragons and warlords and kings who lead millions, the fighter is the most widespread and, perhaps, most successful class of all.
Alignment/Religion: Fighters may or may not care about ethical or religious distinctions just like they may or may not care about anything other than their own goals. More than any other class, there are fighters pursuing any goal imaginable, no matter how mundane or obscure, glorious or heinous.
Background: Fighters can come from any background and there are many who are self-taught but the majority of fighters come from established military traditions or guilds such as standing armies, mercenary groups, knight orders, militant sects of religions or adventuring guilds. Generally speaking, a fighter will usually come from a tradition or background that provided the necessary training and discipline to begin their career, since all fighters rely on formalized training more than other martial classes like the Barbarian or Rogue.
Races: All sentient races that can grasp the ideas of training and can employ weapons or armor can and do produce fighters. However, less organized societies tend towards the Barbarian more than the fighter, highly urban societies tend to produce high numbers of rogues, and in races with long magical or religious traditions many tend towards wizardry or priesthood. Despite those facts however, fighters remain one of the most widespread classes ever.
Other Classes: Fighters can and do associate with almost any class out there and there is no class that directly opposes them. They have good relations with many martial classes (they see them as comrades) and spellcasters (because they respect their ability and for what casters can do for them) but in some cases Fighters have issues with Rogues and Barbarians over matters of discipline and training and sometimes have sour relationships with wizards when either side sees the other's training and abilities as inherently inferior or superior in some ways.
Role: Frontline Combatant, Shock Trooper, Protector, Leader, Tactician

Game Rule Information
Fighters have the following game statistics
Abilities: Strength is the most important ability of fighters as their attacks and many of their abilities are based off it. Dexterity is important for fighters depending on mobility or ranged weapons. Constitution is important for fighters depending on toughness and heavy armor. Wisdom is important for fighters depending on understanding the battlefield and forming tactics to their advantage.
Alignment: Any
Hit Dice: d10

Class Skills
The fighter’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiencies: Proficient with medium armor and shields and all simple and martial weapons at 1st level. Proficient with heavy armor and shields at 2nd level, Proficient with tower shields at 3rd level. Proficient with exotic weapons at 4th level. Proficient with all weapons, armor and shields of all types at 5th level.


The Fighter
{table=head]Level|BAB|Fort|Ref|Will|Techniques|Focus|Special

1st|+1|+2|+0|+2|3|2|bonus feat, extended learning

2nd|+2|+3|+0|+3|4|4|bonus feat

3rd|+3|+3|+1|+3|5|6|weapon familiarity 1

4th|+4|+4|+1|+4|6|8|combat adaptation 1

5th|+5|+4|+1|+4|7|10|bonus feat

6th|+6/+1|+5|+2|+5|8|12|bonus feat

7th|+7/+2|+5|+2|+5|9|14|weapon familiarity 2

8th|+8/+3|+6|+2 |+6|10|16|combat adaptation 2

9th|+9/+4|+6|+3|+6|11|18|bonus feat

10th|+10/+5|+7|+3|+7|12|20|bonus feat

11th|+11/+6/+1|+7|+3|+7|13|22|weapon familiarity 3

12th|+12/+7/+2|+8|+4|+8|14|24|combat adaptation 3

13th|+13/+8/+3|+8|+4|+8|15|26|bonus feat

14th|+14/+9/+4|+9|+4|+9|16|28|bonus feat

15th|+15/+10/+5|+9|+5|+9|17|30|weapon familiarity 4

16th|+16/+11/+6/+1|+10|+5|+10|18|32|combat adaptation 4

17th|+17/+12/+7/+2|+10|+5|+10|19|34|bonus feat

18th|+18/+13/+8/+3|+11|+6|+11|20|36|bonus feat

19th|+19/+14/+9/+4|+11|+6|+11|21|38|weapon familiarity 5

20th|+20/+15/+10/+5|+12|+6|+12|22|40|combat adaptation 5[/table]



Class Features:

Bonus Feats: A fighter gains a bonus feat at the indicated levels. Such feats can be any feat indicated as "fighter" or "combat" feat, provided the class meets the feat's prerequisites.
Weapon Familiarity: As the fighter's training broadens, they can choose a weapon group they've trained extensively with, such as (but not limited to) all bows, all crossbows, all swords, all daggers, all axes or all polearms. From then on, any feats they have that apply to a specific weapon such as weapon focus or improved critical will apply to all the weapon groups they're familiar with.
Combat Adaptation: While fighters master certain techniques and feats, they have trained at least in passing with the majority of them. If exposed in a situation where their abilities are lacking, they can improvise. As a swift action, once per hour per rank of combat adaptation they may improvise and gain use of a technique or feat they haven't learned for one minute (10 continuous rounds). They don't need to meet the prerequisites for that feat or technique but for every prerequisite they lack, the improvisation becomes more difficult and its duration is reduced by 2 rounds.


Techniques and Focus
The primary focus of a Fighter's abilities is his adaptability and the techniques he's mastered to control conflicts. From the simple maneuvers and stances green warriors use to make fighting second nature and land attacks without needing to think in the heat of the moment, to the honed senses of a guard that overcome an enemy's deceptions, to the footwork and mobility of a master swordsman to gain advantage over an opponent, to how archers can turn uncovered targets into pincushions, to the secrets of tactics and leadership that allow a small group to halt an entire army, to how legendary champions can keep fighting well after they should have died or perform mythical feats of might and skill; those are all techniques.
A Fighter learns a number of techniques depending on his level as indicated in the table above but can learn only techniques he meets the prerequisites for. Techniques have a Fighter level prerequisite and belong into one of the following categories: Melee Combat, Ranged Combat, Mobility, Resilience, Martial Insight, Martial Lore, and Leadership. No Fighter can learn every technique but they can improvise (see combat adaptation) and retrain given time: a fighter can retrain one technique into another he meets the prerequisites for given 2 hours of practice for a week, provided they've learned the technique exists. Fighters can develop techniques through experience as they level without the need for acquiring knowledge of them from others.
Extended Learning: A fighter can be taught new techniques via instructors (usually other fighters) or stores of esoteric knowledge. Such instruction requires as much practice as retraining plus 1.000 gp per level of the technique in training supplies, healing for botched practice, worn weapons and armor - in addition to any fees the trainer might request or the trouble of acquiring esoteric knowledge.
Even a very learned champion can't prepare his fighting form and body for every technique though; his maximum limit of ready techniques remains the same, requiring 10 minutes of preparation to shift around techniques.

Focus measures a Fighter's overall level of training, discipline and how well he has honed his body into a living weapon. Focus thus measures how many techniques a Fighter may employ and how well he can employ them; at the beginning of combat or scene (player's choice) the Fighter assigns his Focus points on the techniques he wants to employ. The number of points he assigns to a technique controls the bonus that technique will give, and that number is limited by the relevant ability score for that technique category, or 1/4 the fighter's level round down, whichever is higher. During the combat or scene, the fighter may take a full round action to reassign his points. Active techniques require a specific action or improve one of the fighter's other actions. Sustained techniques keep working for as long as the fighter is conscious. Passive techniques keep working as long as the fighter is alive.

Melee Combat [Str]
Combat Focus: +1 bonus to attack and damage per FP invested on your first attack per round.
Improved Parry: once per round per FP invested you may make an opposed attack roll against an enemy melee attack. If successful, that attack is negated. For every attack you successfully negate you take a -5 penalty to parry attempts that round.
Whirlwind Attack: perform FP assigned number of melee attacks as a full-round action. Each attack hits all creatures within 5 ft or your reach (whichever is higher) whose AC it matches or exceeds but each attack after the first has a cumulative -5 penalty to its attack roll. If you employ Whirlwind Attack you may not perform any other attacks this round.
Crippling Strike: one of your melee attacks per round per FP invested can deal crippling blows to enemies, dealing 1 ability damage to a physical ability score of your choice of it hits and deals at least 1 point of damage.
Stunning Strike: one of your melee attacks per round per FP invested can stun enemies. Enemies taking at least 1 point of damage must make a fortitude save or be stunned for 1 round.
Combat Clarity: reduce the penalty of wielding multiple weapons and the penalty between iterative attacks each by 1 per FP invested.
Greater Parry: once per round per FP invested you may make an opposed attack roll against an enemy melee or ranged attack. If successful, that attack is negated. For every attack you successfully negate you take a -3 penalty to parry attempts that round.
Tornado of Blows: perform FP assigned number of melee attacks as a full-round action. Each attack hits all creatures within 5 ft or your reach (whichever is higher) whose AC it matches or exceeds but each attack after the first has a cumulative -2 penalty to its attack roll. If you employ Whirlwind Attack you may not perform any other attacks this round.
Disrupting Strike: If one of your attacks hits, the target must make a DC 10 +1/2 hd +ability modifier fortitude save. If it fails, it is dazed for one round and the highest-level dismissible spell or ability it has active is lost as if they accidentally dismissed it. One of your attacks per round per FP invested can be a disrupting strike.
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Combat Superiority: when attacking a creature all your attack rolls have +1 bonus per FP assigned. This only applies to actual attacks, not other effects that use attack rolls (such as grapple, trip, parry and the like)
Devastating Strike: as a standard action once per round, perform an attack that deals 2d6 damage per FP invested and always hits. If a creature is reduced to 0 hp or less, it is decapitated, torn on half, pulverized or otherwise destroyed. Damage dealt by this attack is always lethal.
Iron Fist: your unarmed strike deals 1d4 damage per FP invested. You are considered armed and it is considered either a weapon or an unarmed strike, whichever would be more beneficial.
Supreme Parry: once per round per FP invested you may make an opposed attack roll against an enemy melee, ranged, touch or ranged touch attack. If successful, that attack is negated. For every attack you successfully negate you take a -2 penalty to parry attempts that round.
Massacre: perform FP assigned number of melee attacks as a full-round action. Each attack hits all creatures within 10 ft or your reach (whichever is higher) whose AC it matches or exceeds. If you use Massacre you may not perform any other attacks that round.

Ranged Combat [Str or Dex]
Improved Aim: if you take a move action to aim before you make an attack you get a +1 attack bonus and +1d6 damage bonus on your attack for every FP assigned.
Dead To Rights: against enemies in open ground (not within 10 ft from cover) and not in a prone position, or flying, you get +1 attack and +2 damage per FP invested.
Volley: as a full-round action, fire FP assigned number of arrows at a square. Roll a single attack roll; if it exceeds the AC of the largest target in the square, it takes 2d6 damage per FP assigned. If it doesn't, it still takes half damage.
Armor-Piercing Shot: reduce enemy armor and natural armor bonus by 1 for every FP assigned. The total reduction is limited to your ranged weapon's maximum base damage. I.e. a longbow that deals 1d8 base has a max reduction of 8 in total.
Deadly Shot: add 2 damage to your ranged attacks per FP assigned. The damage bonus is limited by your dexterity modifier.
True Aim: when you use Improved Aim, you negate one source of miss chance, cover or concealment other than total cover for every FP assigned.
Countershot: once per round per FP invested you may make an attack as an immediate action. You must make the attack against the enemy that acted. If the action you're acting against requires concentration, the enemy loses their dexterity bonus to AC.
Penetrating Shot: your ranged attacks can penetrate barriers (physical or magical) 2 inches thick per FP assigned and still hit targets behind that cover. Subtract the barrier's hardness (if any) from the damage dealt per attack; if that would reduce the damage to 0, the shot doesn't penetrate. If the shot penetrates, the remaining damage is dealt both to the barrier (don't subtract hardness again) and the target behind it.
Hail Of Arrows: shoot at 1 target per FP assigned that is within 30 ft per FP assigned. If you're 15th level or higher, shoot twice instead.
Called Shot: you may choose to aim attacks at individual body parts to disable rather than attempt to kill the target. If you do, that specific attack takes a -5 penalty on the attack roll and deals half damage but if it hits the target must make a fortitude save DC 10 + 1/2 level + dexterity modifier or lose the use of that body part for 1d4+1 rounds. If the attack is a critical hit, the damage is multiplied normally and if the victim fails its save then the loss of use is permanent until a Heal spell or more powerful curative magic is applied. For every FP spent, the attack roll penalty is reduced by 1, the damage penalty is reduced by 2 points. Possible targets include; leg, hand, jaw (speech only), eye (vision).
Disrupting Shot: If one of your attacks hits, the target must make a DC 10 +1/2 hd +ability modifier fortitude save. If it fails, it is dazed for one round and the highest-level dismissible spell or ability it has active is lost as if they accidentally dismissed it. One of your attacks per round per FP invested can be a disrupting shot.
Devastating Shot: once per round as a standard action, make an attack whose critical threat range is increased by 1 per FP assigned. This increase stacks with other increases.
Perfect Shot: once per round as a standard action, make an attack that automatically hits unless the enemy has total cover and deals 2d6 damage per FP assigned. Non-damaging effects the attack may have apply normally.

Mobility [Dex]
Quick Step: you may make an additional 5-ft step per round per FP assigned. This can be taken before, after or between any combinations of move actions, standard actions or individual attacks.
Evasive Action: +2 resistance bonus to your Reflex save per FP assigned.
Fast Movement: you gain a +10ft bonus to your speed per FP assigned.
Take Cover: once per round as an immediate action you may move up to 5 ft per FP assigned against a ranged attack, area attack or ranged targeted ability. If you move behind cover/concealment or total cover/concealment as part of this action, those apply normally against the incoming attack and can even foil it entirely.
Armored Mobility: increase your armor's max dexterity bonus by 1 per FP assigned.
Jumper: as a move action, you may make a 10 ft jump per FP assigned without needing to roll, make running starts or otherwise prepare.
Improved Dodge: add 1 dodge bonus to your AC per FP invested. This bonus and your dexterity bonus to AC are added together to calculate whether they are limited by your armor's max dexterity bonus.
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Quicker Than The Eye: once per round per FP invested, one of your move actions or attacks does not trigger readied actions and cannot be interrupted by immediate actions.
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Speed Of Thought: once per round per FP invested, one of your move actions or attacks does not trigger traps, contingencies or any other effect that automatically comes into effect if your action happens.
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Instant Move: take an extra move action once per round per FP assigned
Time Stands Still: as a standard action once per round take a number of standard actions or move actions equal to the number of FP assigned. This ability can be used FP assigned number of times per scene.

Resilience [Con]
Roll with the Blow: +1 natural armor bonus per FP assigned.
Withstand: +2 resistance bonus to your Fortitude save per FP assigned.
Immovable Stance: may make an opposed strength check to resist forced movement of self or wielded or worn objects (including trip, bull rush, disarm and similar maneuvers). If the effect is magical, the attacker may roll their casting ability modifier instead of their strength modifier.
Second Wind: As a move action, recover 1d6 hp and 1 level of fear or fatigue per FP assigned. May be used FP assigned times per scene.
Armored Deflection: +1 deflection bonus to your AC per FP assigned. May not exceed your armor bonus to your AC.
Heroic Stamina: delay the initial effect of poison for 1 minute per FP assigned, the secondary effects of poison for 10 minutes per FP assigned and the effects of disease for 5 hours per FP assigned.
Armored Juggernaught: DR 1/- per FP assigned. May not exceed your armor bonus to your AC.
Heroic Recovery: as a standard action, recover 1 point of ability penalty, ability damage, ability drain or energy drain per FP assigned. The amount can be spread over multiple uses but cannot be exceeded in any given 5 minute period.
Extreme Resilience: gain resistance 1 to ability drain, ability damage and energy drain per FP assigned. For every 5 points thus stopped, apply a single point normally.
Roll With It: Reduce physical damage by 2 per FP assigned.
Elemental Defiance: reduce energy damage by 5 per FP assigned.
Legendary Stamina: delay the application of fatigue, exhaustion, hunger and thirst for 1 day per FP spent since the last actual rest. During that time may recover once per day as per a normal rest even while performing light or moderate activity (guarding, traveling, nonintense mundane work and the like).
Invulnerable: reduce damage that is neither physical nor elemental by 3 per FP assigned.
Legendary Recovery: gain fast healing 2 per FP assigned as long as you have less than half your HP.
Legendary Defiance: delay any negative effect other than HP damage or nonmagical movement/restraint for 1 round per FP assigned after the effect would normally apply.
Deathless Champion: delay death and unconsciousness for 1 round per FP assigned after the effect would normally apply. Gross physical damage (decapitation, disintegration, destruction, being slain by a single blow dealing more damage than your max hp) can still kill you if it applies.

Martial Insight [Wis or Int]
Improved Reaction: +2 initiative bonus per FP invested.
Inner Focus: +2 resistance bonus to your Will save per FP assigned.
Acute Senses: you can accurately perceive your surroundings via your nonvisual senses, gaining blindsight 20 ft per FP invested.
Scout's Vision: increase the range of your vision - how far you get distance penalties, how far you can see in dim light, darkness, fog, storms, snow and other conditions that limit vision range - by 50% per FP assigned.
Defeat Illusion: By continually searching for illusions and the telltale signs that betray them, you always get a will save to defeat illusions within 100 ft per FP invested, even if the base illusion does not allow one (i.e. invisibility).
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Paragon Visionary: Your ability to see in great distances is the stuff of legends. Legends about you. In normal conditions you can see up to 1 mile away per FP assigned with no penalties. If your vision is hindered by some effect, halve that distance per impediment present, to a minimum of 100 ft per FP assigned. This does allow you to see through magical barriers but not through mundane objects or instantaneously created ones.


Martial Lore [Wis or Int]
Read Skill
Read Defenses
Recognize Arms and Armor
Read Technique
Dwarf-Craft
Forge Magic Arms
Forge Magic Armor
Manipulate Weapon
Manipulate Protection
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Leadership [Wis or Cha]
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Class-associated Feats

Extra Focus [general]
Your discipline and inner focus are stronger than normal. Each time you take this feat increase your Focus points by 2. This feat can be taken multiple times.

Improved Technique [combat]
Your mastery of a given category of techniques is improved. Each time you take this feat choose a category of techniques. The maximum amount of Focus Points you can assign per technique for that category increases by 1.

nonsi
2013-07-16, 12:06 AM
This is actually very nice.

There's only one thing I'd change off the top of my head though.
I see no point in requiring all FPs to be spent at the beginning of an encounter. there's no reason why you couldn't allow applying them as a free action as the need arises. OTOH, benefits shouldn't linger to the next round(s). You spend your resources on what's needed for a given round, knowing that the next could be radically different and the benefits from the current round could be totally irrelevant in the next.

Belial_the_Leveler
2013-07-16, 06:48 AM
I modeled it after both maneuvers readied and precast buffs. There are ways to change those but not as a free action. The idea was that the fighter readies himself both mentally and physically to perform the given techniques and that changing technique entirely requires a few moments to reorient oneself.


Don't you think that changing bonuses as a free or swift action would be too much?

Rolep
2013-07-16, 07:09 AM
Just throwing around some ideas!

Leadership Techs could involve...
...sacrificing actions (size of action limited my Focus) to grant all allies extra actions of those types (either immediately or when their turn comes).
...gaining a higher bonus from flanking.
...granting an AC/Ref bonus to groups of adjacent allies, representing the ability to work with each other in combat.
...a version of the rogue ability opportunist
...a version of a paladin's aura of courage

Yakk
2013-07-16, 09:05 AM
Weapon Familiarity is cute, but not worth a "special" slot after the first one.

Combat Adaption I'd feel better about if the Fighter had to "collect" feats like a wizard does spells. Roll it into extended learning somehow.

With 40 FP, by level 20 you need an average attribute bonus of +6 to +7 in order to allocate them all to the point where your attribute allows you to, right? Or wait, that is on a per-technique basis, hurm.

I'd reduce the number of FP somehow. As an idea, have 1d6 of Focus every odd level, and assign focus Dice. Remove the need to pre-allocate Focus. When you apply a Focus die, you also add the relevant ability modifier.

Str:
Combat Focus: Roll any number of focus dice, and add that to your attack and damage roll for an attack.

Improved Parry: Roll an opposed attack roll plus any number of focus dice to negate an attack.

Whirlwind Attack: Expend a Focus Die to apply an attack against an additional target you have not attacked this round within your reach. If you use this ability, damage is increased by your highest rolled Focus Die.

Crippling Strike: The target must make a Fortitude save against 10+1/2 level+highest focus die rolled or suffer 2 points of physical attribute damage. On success, the target suffers 1 point of physical attribute damage.

Stunning Strike: The target must make a Fortitude save against 10+1/2 level+highest focus die rolled or be stunned for 1 round.

etc. Fewer points to count, more physical tokens, and your special abilities involve physically doing something.

Then refresh your Focus Dice pool at the end of your turn. Now the player can have a pool of dice, and assign them as they go along.

"End of your turn" means that the player always has a large pool of Focus Dice to spend on defensive abilities, which simply reduces your offence next round.

Belial_the_Leveler
2013-07-16, 09:29 AM
The idea for combat adaptation comes from that scene where the Fighter and the Black Mage are facing a big group of monsters, the Black Mage has previously expended his big nuke spell and the Fighter remembers how he never paid attention to his teacher back when he was being taught how to deal with a big group of monsters. So he has to improvise and defeats all the monsters with a "two-handed monkey style" technique. So it is for cases the Fighter doesn't actually know the feat or technique but can improvise to resolve the situation anyway.


And yes, by lvl 20 you got at least 40 FP to assign - and you have some pretty powerful abilities to invest them in. I originally tried it with added dice like you suggested but found out the dice wouldn't work well with some abilities and, unless I gave a humongous amount of them, they couldn't keep up with buffs.
For example, imagine a caster using an improved version of Polymorph or equivalent, deathward or equivalent, divine power or equivalent, plus a big enhancement bonus to his stats like Bite of the Werebear. Four buffs they can potentially make last the whole day. Imagine the kind of bonuses they could give. The fighter's abilities should be better at fighting than a couple of buffs from the wizard.

nonsi
2013-07-16, 09:44 AM
Don't you think that changing bonuses as a free or swift action would be too much?

If bonuses are applied only for a given combat round, I see no balance issues.

Think of it.
Each round presents a given set of opportunities and each round is different than the previous.
A warrior's tools are his wits and combat adaptation. Lingering dynamic buffs don't model that all too well (not the way your Fighter is laid out anyway).
Let's leave those to magic.
If you're worried that this approach might dwindle your Fighter's resources too fast, you always have the option of upping his resources after some play-testing.
Also, I see no problem with free actions, because adapting one's self to the battlefield changes happens in the realm of split-seconds.