A variant fighter?

Hey all. Since I am jumping in late on this, I just want to throw out my version of the Alt.Fighter since we too felt it was very weak at high levels with incentive to stay in the class.

As many have stated, I too prefer a Skill based game and all classes were bumped by 2 SP/Level for balance (not just those with 2SP). I also like to round out the skills more, and I use skill "aspects" or the "New Use for Old Skills" style concepts. I also prefer varity and flexibility without 100% reliance on PrC's.

With that said they arent vast changed but unique enough to warrent an entry.

ALT.FIGHTER

CLASS SKILLS
The class skills of the Fighter are: Appraise (Assess Damage, Review Contract, Weapon and Armor Quality), Bluff (Feint), Climb, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Jump, Knowledge (Local, War), Listen, Profession, Ride, Sense Motive (Combat Prediction, Decipher Strategy), Spot, and Swim.
Skill Points for 1st Level: (4+INT modifier) x4
Skill Points at Each Additional Level: 4+INT modifier

Level Changes:
* Bonus Feat becomes "Fighter Ability"
* At 1st Level add "Defense Bonus" ability
* Levels 1-10 as normal, but levels 11-20 gain "Fighter Ability" at each level.


CLASS FEATURES

Weapon and Armor Proficiency Changes:
* Fighters as a boon over all other melee warrior classes also begin with one exotic weapon proficiency of choice.

* Unarmored Fighter Alternative: For a Fighter wishing to create a true unarmored style Fighter, the Fighter may forgo the four armor proficiency feats that are normally free to a Fighter and instead gain the Unarmored Defense feat instead (Source: Swashbuckling Adventures). At 1st level the Fighter gains Unarmored Defense Beginner which improves to Unarmored Defense Intermediate at 4th level in Fighter and further improves to Unarmored Defense Master at 8th level in Fighter. The bonus granted by these feats is temporarily lost whenever the Fighter gains an Armor bonus from any source.
{Edit Note: We use a 4th Armor Proficiency for Exotic Armor}

* Unshielded Fighter Alternative: The Fighter wishing to forgo shields to specialize purely in weapon use may forgo shield proficiency feats in Normal Shields and Tower Shields in exchange for gaining Weapon Focus in a single weapon at 1st Level and Weapon Specialization in the same weapon at 4th Level. The bonuses granted from these feats are temporarily lost any time the Fighter receives a Shield bonus from any source.


Defense Bonuses (Ex): The Fighter is the unparalleled champion of melee defensive capability and they increase this ability as they grow in experience and expertise. There are two types of Defense Bonuses - Armored Defense and Tactical Defense. Each fighter gains these bonuses, though unarmored fighters gain nothing from the Armored Defense.

* Armored Defense: Fighters that train in the use of armor gain an increased defense bonus from in depth combat knowledge and from learning to be comfortable in their armor, almost like the armor becomes a second skin to the Fighter. This allows a Fighter to improve their training in the use of their armor, but slower than through specializing with a feat or series of feats.
Level..........Bonuses
1-2.........No bonus gained
3-4.........+1 Max. Dex. Rating on Armor, -1 Armor Check Penalty
5-10.......+2 Max. Dex. Rating on Armor, -2 Armor Check Penalty
11-15......+3 Max. Dex. Rating on Armor, -3 Armor Check Penalty
16-20......+4 Max. Dex. Rating on Armor, -4 Armor Check Penalty

* Tactical Defense: Fighters learn over time how to hone their defensive abilities and combat sense far better than any other class when in direct armed toe-to-toe melee. This tactical defensive ability is a combination of nimbleness, luck, reaction, skill, practice and most importantly experience. This is a competence bonus to AC that stacks with all other bonuses. The defense bonus is also effective against touch attacks or ranged touch attacks, but is lost any time the Fighter would be denied their Dexterity bonus such as when flat footed or when immobilized. The defense bonus is also penalized by the current Armor Check Penalty rating of the armor the Fighter is wearing.
Level......Bonuses
1-3.........No bonus gained
4-6.........+1 Competence bonus to AC
7-9.........+3 Competence bonus to AC
10-12......+5 Competence bonus to AC
13-15......+7 Competence bonus to AC
16-18......+9 Competence bonus to AC
19-20......+11 Competence bonus to AC

[Example: An 8th level Fighter wearing Chainmail would have an AC bonus of +5 from the armor with a Maximum Dexterity bonus of +4, and an Armor Check Penalty of -3, as well as a Defense Bonus of +0 (+3 for level -3 for Armor Check). At 15th level this would change to a Maximum Dexterity Bonus of +5, an Armor Check Penalty of -2, and a Defense Bonus of +5 (+7 for level and -2 Armor Check).]


FIGHTER ABILITIES
A "Fighter" is not a defined term. Fighters can be Foot Soldiers, Cavalrymen, Commandos, Marines, Archers, Sharpshooters, Professional Weaponmasters, Back Alley Brawlers, Knifeslingers, Siege Engineers/Artillerists, Sentinels, Bodyguards, Naval Crewmen, Gadgeteers, Brutes/Bullies, Hunters, Noble Warriors, Swashbucklers, Knights, Templars, Peasant Heroes, Weapon Specialists, Mercenaries, Assassins, Law Enforcers, and Buccaneers among so many other concepts. The varied abilities required by each different specialty are developed by the individual over time and reflect the Fighter’s dealings with those that help them learn their specific craft as well as the influence of their specific culture and heritage. For example Dwarven Fighters are more a Heavy Infantry Troop in most cases versus the Orcish Fighter Brute. No two Fighters will ever be exactly the same in their skills. Fighter Abilities are gained as shown in the progression table. At each level that Fighter Abilities are gained, the Fighter chooses one option from the list below (Options). Note that some of these abilities have Prerequisites that are required to attain the ability.

Some Examples: (if people want more detail I will post the full class as I did the Lineage Sorcerer.

Many of the Special Abilities from Dragon #310 but with specific requirements that are linked to the ability such as: (There are 35 of these.)
Arrow Swarm (Ex): If the Fighter has the Rapid Shot feat, they may take this ability.
Clear the Path (Ex): If the Fighter has a the Combat Expertise feat, they may gain this ability.
Climb Fighting (Ex): If the Fighter has 6 or more ranks in Climb and in Profession (Sailor) they may take this ability.
Denigrating Banter (Ex): If the Fighter has the 6 or more ranks in Intimidate they may take this ability, assaulting the opponent’s self-confidence and pride with taunts and jibes.
ETC.

Armored Vitals (Ex): (by Sean K. Reynolds) If the Fighter has 7 or more ranks in Sense Motive, is proficient in Medium and/or Heavy armor use and has at least a 13+ Dexterity, they may specialize in the use of armor’s strengths to protect the vital areas of the body.

Bonus Feat: The Fighter may choose a bonus feat from the “Suggested Fighter Bonus Feat by Source” table, though any necessary prerequisites must be bet. These feats should focus on combat and physical abilities. Any source that specifically lists a feat as “Fighter” category versus General is automatically available. Other combat and physical feats are available at the DM’s discretion.

Crushing Blow (Ex): (Arcana Unearthed) If the Fighter has a Base Attack Bonus of 8+ and has the Power Attack feat, they may choose to channel great physical power into a single blow in melee combat (part of a full attack or partial attack).

Skill & Finesse (Ex): (Quintessential Fighter II) If the Fighter has a Base Attack Bonus of +4 or higher and has a Dexterity 13+, they may focus on flexibility and speed in combat.

Terrifying Expertise (Ex): (Quintessential Fighter II) If the Fighter has a Base Attack Bonus of +4 or higher and has 7 or more ranks in Intimidate, they may focus on their ability to demoralize opponents.

Tumbling Spring Attack (Ex): (by Sean K. Reynolds) If the Fighter has 4 or more ranks in Tumble and has the Dodge, Mobility and Spring Attack feats, they may specialize in a form of tumbling spring attack maneuver unique to heavily trained Fighters that allows the Fighter to weave in and out of an enemies defenses untouched.

Urban Tracking (Ex): The fighter may take the Urban Tracking ability from the Unearthed Arcana (p.56) as a bonus feat.
 
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Well I am glad my little post spawned off quite a discussion of the issue. I had thought I was the only one who thought the fighter needed something else. I realize that not everyone does and that is okay too.

For my game though, it works perfectly for 2 reasons. One, we think it keeps the fighter balanced with the rest of the core classes. And we have actual experience of this as well.

And two, it is an easy change to make for both PCs and NPCs. So when one of us runs a published adventure and there are NPCs with fighter classes, making the adjustment is easy. And this is very important for us.

Anyway, thanks to SSquirrel for hosting the file and thanks again to DrSpunj for creating the file. I went through it over the weekend and it is very detailed. You definitely dug deeper than what my group did when we went through the classes. ;)

I guess in the end, it comes down to style and like DrSpunj said, fun. What is fun for one group, doesn't work for another. As an example, and I am putting up my "You are crazy" shield :), my group decided that we would use 92 points for our ability scores. Does it give us higher than normal scores? Definitely. But we like to play more cinematic, heroic type games. Do we make the NPC bad guys the same way? Of course we do. And we even go as far as to bump up NPCs in published adventures that have less than 92 points for their base ability scores.
 
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I think I have a solution to compromise and all the main points I've heard.

From 1-10 fighter same as is. After that at every odd level, he gets greater bonus feats. Same as normal, except from a larger list. At even levels he gets just the bonus feat.

Fighter not overpowered at low levels.

Now gets a bigger feat choice at higher levels and more feats. Now has incentive to go past greater wep spec. What do you all think?
 

Grayhawk said:
I'm actually pretty satisfied with the Fighter's power level, so I would rather tone down the powers of the other classes to meet that of the Fighter than the other way around.
DrSpunj said:
Interesting. Any idea how you'd go about doing that? Or have you already? What does the Wizard have that you'd take away? His bonus feats? Slow his spellcasting down to that of the Sorcerer (thereby pushing higher level spells back another level?).

Just curious what you suggest. It's true that's the other way to balance things. It just seems like a lot less work to bring one (or a couple) classes up then to bring all the others down.
It's true that if you only see the Fighter as being unbalanced against the other classes, it's simpler to fix him than all the others. But I like the Fighter for it's simplicity and think it makes for a good power baseline. The Fighter is also the class that got the fewest changes in 3.5. (Isn't it?)

I'm playing a houseruled mix of 3.0 and 3.5, so in deciding which parts of the 3.0 and 3.5 rules I wanted to use, I tried to make my choices based on balancing the classes against the Fighter. The best thing about this, is that I don't have to make everything in the game totally balanced - just the stuff we actually use.

For instance, the party has no Wizards at this time, but if someone wanted to play one, I would propably do as you suggest and remove their bonus feats and maybe their free spells. Besides, we all grew up on Wizards (Magic Users) being weaker at low levels, but stronger at high levels, and I'm not totally against 'imbalances' like that.

Here are some of the changes already in play: I feel that the core rules offer enough character building options for me to bother with PrC's, and my players don't feel like they're missing out, as hardly any of them know that PrC's exist! (Being adults with jobs and families and only having access to the PHB works perfectly to this end :) ). I have a variant Ranger that doesn't get a lot of bonus combat feats. The Barbarian is currently off limits for PC's due to campaign specifics. And I've restricted the Rogue's sneak attack to once per round. (Please don't make this into an argument about whether this is a good idea or not. I'm aware that the Rogue's sneak attack is 'balanced' as is, but sometimes balance must take a backseat to flavor, and to me the Rogue is a skill master first and combatant second. For me, the argument that he can't stay in melee for long, doesn't make it OK that he can outdamage the Fighter.)

I have many more changes, but I don't want to post them all now, as many of them only makes sense for me and my group, which they're taylored for.


Grayhawk said:
I also don't believe that there's such a thing as an 'empty' level, as you always get something: Some more HP, an extra attack, better saves, etc.
DrSpunj said:
That's true, but none of those are specific to taking a Fighter level. Three other base classes will give you the same BAB and nearly the same HD. Your Fort save will also increase just the same, and your Skill Points will stay the same, double or triple by taking one of these other classes. There just isn't a lot to recommend the Core Fighter when looking at those odd levels.
That's true. But for my group specifically that's not a problem. My players don't like to multiclass very much and the concept of multi'ing one fighter class with another still seems foreign to them (most of us started playing 1e some 17 years ago, when you couldn't multiclass Fighters with Rangers, etc). That said, if the current campaign goes to higher levels (they're about 4th level now), I might look into expanding some of the Fighter's feat chains.

Of course, this won't make those 'empty' levels more appealing, but as my other fighter classes don't have a stacked list of new abilities each level either, I don't think that's a problem (especially at our current level of play).

In the end, I find that much of the 'balancing' is the DM's responsibility in-game: If I've seen to it so that the Fighter is the best at straight up combat, I can give him a chance to shine by the placement of high SR melee encounters that play up to his strenght, or more encounters in a day (when the casters have run out of spells), just as I need to use social encounters to give the Bard some time in the spotlight as well.


DrSpunj said:
Still, whatever works for you and your players to have a fun game! :)
We're certainly having fun so far! :D
 

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