A Fighters skill points....

re

I think fighters should receive more skill points and a more versatile skill selection so they can better fill their intended role as professional fighting men or women. A professional fighter should not be just good with weapons, but also be able to pick up on threats and infiltrate with rogues. Currently the fighter is nothing more than an expert with weapons good for melee combat only. The role is too narrow which makes them an unattractive class for all but the most combat oriented campaigns.
 
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That's just the guy who hangs out on the crow's nest and shouts a lot. This should be doable as a human with an intelligence of 8.

Firstly, an NPC pirate would be a Warrior. A PC pirate would probably be a Rogue/Fighter.

In any case - human fighter, 8 int : 2 sp/level. At 1st level, 8 sp.
Now watch this. This is the clever part.

Profession Sailor 2 ranks
Spot 2 ranks
Swim 2 ranks
Climb 2 ranks

*gasp*

Oh. It seems crothian already made my point for me. How kind.

but also be able to pick up on threats and infiltrate with rogues.
Pick up on threats? Anyone with a Wis of 6+ can do that.
Infiltrate? Uh. If you're inflitrating Jangling Hitor, City of a Million Clinky Metal Chains, sure.

If it's Midnight we're talking about, though (and we're not), then yes, Fighters need +2 skill points jsut to keep up with the gorssly overskilled variant classes for that setting.
 

This is an amazing thing. I posted this topic on several forums. Some agree more skill for a Fighter would be great and some dont. However, the majority all agree that the Fighter becomes weak at higher levels aka after 10th level. Most people preffer to just multi-class. I think there should be a reason for fighters to be "wanted" at higher levels like a wizard or a monk, or a Barbarian. Also the book states, the Fighter class, is suppossed to be a class that can be involed into a archer, cavalier, so forth and so on.

1st) I think an extra feat at 11th level makes sense, and it does not remotley unbalance this class vs other classes. Infact, this little feat offers a reason for some one to stay a fighter vs jumping off to a multi-class.

2nd) Speaking of feats, I made a list of new feats (recently tested and will be posted soon) that give fighters another reason to remain a fighter. They are balanced and I will soon post them.

3rd) I like the idea of all classes having a minimum of 4 skill points but the core skills unchanged. Even if just the "Fighter" class was given 4 skill points no extra core skills, I cant see how its unbalancing. How many fighters (not mult-classing) have great or even avg int? A few Im sure but not a whole lot.

DA
 

re

Dirigible said:
Pick up on threats? Anyone with a Wis of 6+ can do that.
Infiltrate? Uh. If you're inflitrating Jangling Hitor, City of a Million Clinky Metal Chains, sure.

If it's Midnight we're talking about, though (and we're not), then yes, Fighters need +2 skill points jsut to keep up with the gorssly overskilled variant classes for that setting.

How do you figure anyone with a 6+ Wisdom can pick up on threats? I'm not talking about a giant walking up and attacking, I'm talking about stalking animals or some kind of concealed threat. I would like to see a fighter receive the Spot and Listen skill as class skills.

How many times can you read about a badass fighter in a book with hawklike senses and a multitude of skills, then try to play one and you end up with a Ranger 9 times out of 10 because a regular fighter has neither the skill points nor class skills to be anything other than Joe Combat.
 

I thought of a similiar problem: that classes just didnt get enough skill points. I mean, once a Sorcerer, with their 2 SPs per level, takes Spellcraft and Concentration, their Skill Points are used up. As a result, no one was ever taking Knowledge, Profession, Crafting, or similar skills. I wanted a way to give everyone a Skill Point boost.

So I devised "Hobby Skills". Each character gets to select 3 skills from a list of skills that they would be considered to be pursuing as a "hobby". Skills like Decipher Script, climbing, jumping, swimming, survival, knowledge, profession and craft skills. So, no, you could not take Concentration, Bluff or Tumble as a "hobby". :)

Hobby Skills progress at maximum gain and are considered Class skills. So, whenever your character gains a level, your hobby skills all go up 1 point (e.g. a 4th level Fighter/3 level Rogue would have 3 Hobby skills at 10 ranks each).

My group and I have been using this house rule for about 1 1/2 years and we find that it works out great.

B
 

First off it's a game not a book. It's amazing how well rounded and perfect a character I can write up for a story, but games rules wise they usually end up being epic or near there. Second, multi class!! It's what that feature is for.
 

The fighter class is a multiclassing class (a lot of classes here ;) ). You want combat feats and a high BAB? Gets some levels a fighter (if you can without XP-penalty).
Up to 10th level it is nice to be single classes fighter due to interesting feat chains and feat combinations. Cleave, Combat reflexes, etc. also keep fighters powerful and fun to play (in combat at least). One the nice feats are there, the fighter suddenly becomes less interesting. Unlike casters or rogues.
In 3.5 fighters have been provided with more feats to choose from then, but to be serious, greater weapon specialization is just boring. If there were nice new maneuvers or features (like the improved precise shot for archers), the fighter class would be very interesting for single classing also at higher levels (also melee, which are the most fighters).
 
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Ask and you shall recieve. These are feats aimed primarily for the Fighter class. Some are repetative Im sure but, they add a reason to continue as a Fighter. all feats have been play tested and thus far no one had found them unbalanced at all.

New Feats:

Armor Focus [General]
You have learned the effects of wearing armor effectively and can maximize the armor’s benefits to angel off potential harmful blows. Choose one type of armor light, medium or heavy armor for this feat.
Prerequisite: Proficiency with the armor of your choosing.
Benefit: Your AC improves by one when wearing this type of armor.
Special: A Barbarian in a rage cannot use this feat. A Fighter may select this feat as one of the fighter Bonus feats.

Armor Specialization [General]
Your ability to maximize your armor’s benefits has increased to a master’s level.
Prerequisite: Armor Focus with selected armor type.
Benefit: When wearing armor you gain an additional +1 to your AC and a +1 benefit to your armor check modifier.
Special: A Barbarian in a rage cannot use this feat. A Fighter may select this feat as one of the fighter Bonus feats.

Combat Discipline [General]
You are skilled at maneuvering out of harms way against specialized melee attacks.
Prerequisite: Str 13, +4 base attack bonus.
Benefit: You gain a +4 to your opposed roll to resist against Disarms, Sunder and Trip attempts made against you.
Special: A Fighter may select this feat as one of the fighter Bonus feats.

Defensive Nature [General]
Your ability to move out of harms way has been greatly enhanced by your tactical skills.
Prerequisite: Dex 12, Wis 12, +4 base attack bonus.
Benefit: When wearing light armor or none at all, you may add your wisdom modifier to your armor class.
Special: Something that makes you lose your dexterity modifier also makes you lose this bonus as well. If a character has a similar ability to add wisdom to his armor class, this bonus does not stack. Fighter may select this feat as one of the fighter Bonus feats.

Improved Parry [General]
You are adept at deflecting and countering attacks.
Prerequisite: Int 13.
Benefit: When using “All out Defense” (described in the Player’s Handbook Combat section) you gain an additional +1 to your AC and if a opponents attack misses you by 10 or more points you may get one single counter attack at full attack bonus. You can only counter attack once per round.
Special: You must be wielding a shield or a weapon in order to use this feat. A Fighter may select this feat as one of fighter Bonus feats.

Weapon Mastery [General]
Choose one type of weapon (such as a long Sword), for which you have already selected for Weapon Focus and Greater Weapon Focus,Weapon Specialization and Greater Weapon Specialization.
Prerequisite: Proficiency with the chosen weapon, Weapon Focus, Greater Weapon Focus, 12th Level Fighter.
Benefit: +1 bonus to attack rolls and +1 critical hit multiplier. Normal critical hit rules still apply.
Special: Do to the hardship of learning this degree of mastery you may only gain this feat one time, with one weapon. A Fighter may select this feat as one of fighter Bonus feats.

Shield Focus [General]
You are adept at shielding against attacks.
Prerequisite: Proficiency in the shield you are using.
Benefit: When using a shield you gain an additional +1 bonus to your AC. You may also use this AC bonus as a +1 attack roll bonus if using the “two-weapon style” in a round.
Special: A Barbarian in a rage cannot use this feat. A Fighter may select this feat as one of fighter Bonus feats.


Shield Specialization [General]
You are adept at shielding against attacks masterfully.
Prerequisite: Proficiency in the shield you are using and Shield Focus.
Benefit: When using a shield you gain an additional +1 to your AC as well as a +1 benefit to your armor check modifier.
Special: A Barbarian in a rage cannot use this feat. A Fighter may select this feat as one of fighter Bonus feats.

DA
 

Where are these feats from?
Are they in the class books?
Are they homebrew?

If they are not core, this is what I meant. You can make the fighter class interesting up to level 20 single classing, if you add some interesting high end combat feats. Actually, more meneuvers would be nice, also, and/or continuing feat chains, as it is done partly in the class books.
 


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