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.
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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