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Anyone have some Variant Fighter Ideas?

harmyn

First Post
Hey all. In doing a bit of prep for a campaign I am intending to run in a few months I am looking into changing about a few things. And one of the things is the Fighter class. Instead of just using the standard Fighter class, I am thinking about allowing only Variant Fighters to be used.

These were first suggested in Dragon #310 and in looking through all the issues of Dragon since then I haven't really seen anymore, nor did the Complete Warrior offer up many ideas (a few yes, but not many).

So I was curious if anyone else has toyed around with adapting various ideas and concepts into the Variant Fighter Model. Any and all suggestions are most welcome.
 

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I had several fighter variants that I did after the 3.0 PHB came out. These variants used the Fighter-Thug example from p.94 of the PHB as a basis and I had posted them at Monte's boards where they got pretty good reaction from those not tied to PrCs. Unfortunately, Monte has overhauled his boards at least once since then. If you are interested and I still have the material on the other computer, I'll post them later.
 

Greg K said:
I had several fighter variants that I did after the 3.0 PHB came out. These variants used the Fighter-Thug example from p.94 of the PHB as a basis and I had posted them at Monte's boards where they got pretty good reaction from those not tied to PrCs. Unfortunately, Monte has overhauled his boards at least once since then. If you are interested and I still have the material on the other computer, I'll post them later.

Thanks for the offer. I would be very interested. I love the ideas of minor class variants to present ideas and tweaks instead of everything being a prestige class. I look forward to seeing them.
 

Turns out one of threads still exists still exists on Monte's site- just in a different location than I recalled due in part to a thread revival and possibly the board reformating. Anyway, the stuff was for 3.0 and there is definitely a few things that I would change and definitely some clarifications that need to be made. Also, at least one variant has some material omitted. however, it should give some ideas.



http://p222.ezboard.com/fokayyourturnfrm6.showMessageRange?topicID=9.topic&start=81&stop=100
 

Greg, that's a crapped-out flamefest if I ever saw one. Yicky. Kinda funny, in a way too, since it was a little over a year after 3E was out, and peopel were all like "oh noes! 2E ktis are back! Cistomization is BAD!!! ur a t00l, j3rkaz0id!! :lol:

to summarize his relevant post:

[sblock]"Here's another possibility that I've been considering over the past few days. Psi's skill list assumes a fighter of noble background. He says that not every fighter is a thug in a bar, and I agree with that. However, some still are. And, like someone pointed out, some are guards. So, I thought, why not make a fighter pick a package relevant to his or her training and gain a few extra class skills (not points) based on that."

I did pretty much the same, but I went further and used the customization guidelines from the PHB. In most cases I took away some armor feats and/or weapon proficiency. Also, the starting fighter bonus feat is either restricted to a suggested list of feats or is a set feat. In exchange, the customized fighter usually receives extra skills. a revised skill list, and/or extra skill points
After first level, the suggested list of feats are just suggestions. The fighter is free to choose the standard fighter feats unless circumstances dictate otherwise (campaign scope, never sought out other instructors,etc,)

Standard Fighter: I added the following as class skills: Intimidate, Profession, and Sense Motive. The latter represents being able to read a foes body language in combat and thus being hard to deny a dex bonus

Gladiator: (customized Fighter)
Armor: Light Armor, Shield
Weapons: Simple Weapons, Martial Weapons
Gladiator Skills: Bluff, Crowd working, Handle Animal, Jump, Intimidate, Listen, Perform, Ride (Chariot), Sense motive, Tumble
Skill Points:
Starting: (3+ Intelligence) x4
After first level: 3+Intelligence
Standard Gladiator Feats: Armor: Medium, Armor: Heavy, Blind Fighting, Chariot Attack (S&F), Chariot Archery (S&F), Chariot Ride-by (S&F), Chariot Trample (S&F), Combat Reflexes, Power Attack (Cleave), Dodge (Mobility, Spring Attack), Expertise (Improved Disarm, Improved Trip), Exotic Weapon, Toughness, Improved Unarmed Strike, Weapon Finesse, Weapon Focus,

Gladiator Abilities:
At first level, the Gladiator's bonus feat must come from the Gladiator list of feats


Hunter (customized Fighter)
The hunter includes Bounty hunters, woodsmen, game wardens, mountain men, trackers, wilderness scouts all fall within this class. The Hunter can also be used to simulate hunter/gather barbarians in a campaign in which not all barbarians are raging maniacs.
Armor: Light Armor
Weapon: The Hunter is trained in Simple Weapons, Martial Weapons: bow (all), hand axe, sword (broad, long, or short)
Skills: Climb, Craft, Handle Animal, Hide, Intuit Direction, Jump, Move Silent, Profession, Listen, Search, Signaling, Spot, Swim*, Wilderness Lore
Skill Progression:
Starting: (4+Intelligence) x4
After 1st Level: 4+ Intelligence
Standard Hunter Feats: Alertness, Ambidexterity, Animal Companion, Power Attack (Cleave), Dodge (Mobility, Spring Attack), Endurance, Foe Hunter, Run, Stealthy, Toughness, Two Weapon Fighting (Improved Two Weapon Fighting) Far Shot, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Skill Focus (Hunter Skill), Weapon focus (Hunter) Weapon), Weapon Specialization (Hunter weapon)

Hunter Abilities:
1: Tracking Feat: The hunter starts with the tracking feat as the Fighter bonus feat.

Note: To simulate a non-nomadic barbarian (for mounted nomads see nomad below) , the character starts with an additional bonus Feat: Survivor. In exchange for this extra feat, the character is illiterate and is limited to Barbarian Weapons. Barbarian weapons are limited to handaxe, dagger, spear and three weapons that the DM determines are appropriate to the culture. These weapons may or may not be exotic. Examples include atatl, bola, blowgun, bow, and club. Swords may be appropriate for cultures with some metallurgy or that use some other material such as obsidian.
The DM should also feel free to modify the skill and feat list to further represent the barbarian culture. Examples might include adding a skill Boating and the feat treetopper for jungle or forest barbarians.

Knight:
The knight is a mounted warrior serving a feudal lord. Use the fighter with the following changes.
Class Skills: Replace the Fighter’s class skills with the following: Diplomacy, Handle Animal, Intimidate, Knowledge (Royalty and Nobility), Language, Ride, Sense Motive

Standard Knight Feats: Cleave (Great Cleave), Combat Reflexes, Expertise, Mounted Combat (Ride by Attack, Spirited Charge, Trample), Saddle back, Skill Focus (Ride), Weapon Focus (Sword), Weapon Focus (Lance), Weapon Specialization (sword or lance), Whirlwind Attack
Level 1: The Knight Starts with the feats Saddleback and Mounted Combat feat in place of the fighter bonus feat The second feat comes at the cost of fealty to a liege. The liege may request actions of the Knight on his behalf


Mariner:
The mariner is a variant warrior trained to command or serve on a naval vessel. Treat as a fighter with the following changes.

Armor: Mariners are skilled only in the use of light armor

Weapons: Mariners are trained in a limited selection of weapons: Club, crossbow, dagger, knife, rapier, sword (broad, long, or short), spear, whip

Mariner Skills: Balance (Dex), Climb, Craft (Carpentry, Tailor), Jump, Diplomacy, Intuit Direction, Language, Profession (Navigation, Sailor), Read/Write, Sea Lore (Wis), Sense Motive, Spot, Swim, Use Rope
Skill Points:
Starting: (4+Intelligence) x4
After 1st Level: 4+Intelligence

Standard Mariner Feats: Alertness, Ambidexterity, Power Attack (Cleave), Cosmopolitan, Dodge (Mobility), Toughness, Skill Focus (Mariner SKill), Two Weapon fighting (Improved Two Weapon Fighting), Weapon Finesse (Mariner Weapon), Weapon Focus (Mariner Weapon), Weapon Specialization (Mariner weapons)
Level 1:

Nomad
The Nomad is a barbarian from a migratory people reared in the saddle. Most are hunters following migratory herds or herders seeking out green pasture. However, a rare few are raiders that plunder their neighbors. Regardless, Nomads are expert riders and archers.

Armor: Light, Shield
Weapons: The Nomad starts knowing Nomad Weapons. Nomad Weapons include the following hand axe, knife, sword or scimitar, lasso, spear, short composite bow

Starting: (4+Intelligence) x4
After 1st Level: 4+Intelligence

Class Skills: Craft, Jump, Handle Animal, Listen, Move Silent, Profession (Herder), Ride, Signaling, Spot, Wilderness Lore

Standard Nomad Feats: Alertness, Ambidexterity, Power Attack (Cleave), Combat Reflexes, Dodge (Mobility, Spring Attack) Endurance, Far Shot, Mounted Combat (Horse Archery, Ride by Attack, Trample), Lightning Reflexes, Point Blank shot, Precise Shot, Skill Focus (Ride), Toughness, Tracking, Weapon focus (Short Composite Bow), Weapon Specialization (Short composite Bow)

Nomad Abilities
Level 1: Survivor and Saddleback (I used saddleback, because the Nomad weapons already include the short composite bow.


Swashbuckler/Duelist (This was inspired by Monte's Duelist class in Dragon and is what got me started on the customizing).

The swashbuckler is a warrior with a roguish edge, he lives by his wit and daring as well as by his weapon. Treat as a fighter with the following changes

Armor; The swashbuckler is not trained in armor

Weapons: Simple Weapons, Martial Weapons (cutlass, rapier, sword (broad, long, short)

Skill Bonus:
Starting: (4+int bonus) x 4
After 1st Level: 4+int bonus

Swashbuckler Skills: Bluff, Diplomacy, Innuendo, Jump, Listen, Perform, Sense Motive, Spot Hidden, Tumble

Standard Swashbuckler Feats: Ambidexterity, Armor: Light, Canny Defense*, Combat Reflexes, Dodge (Mobility), Expertise (Improved Disarm), Improved Critical, Skill Focus (swashbuckler skill), Lightning Reflexes, Two- Weapon Fighting (Improved Two Weapon Fighting), Weapon Focus (edged weapon), Weapon Finesse (edged weapon), Weapon Specialization (edged weapon)
* In my own campaign I allow the Swashbuckler and Mariner to have Canny Defense as a feat, with the following prerequisites: Dex 13+, Int 13+, Bab +1, Dodge, Sense Motive +4. In all other ways it works as the Duelist ability

Swashbuckler Abilities
Level 1: The Swashbuckler starts with 2 bonus feats from the standard swashbuckler standard feats.

.
Thug or Thieves Enforcer: Per the PHB, but I add a skill called Urban Lore which is Wilderness Lore for an urban environment.[/sblock]

And there you go. Get ready for what "What Do You DO for... Fighters?" thread sometime in the near-future everyone :)
 

Nyaricus said:
Greg, that's a crapped-out flamefest if I ever saw one. Yicky. Kinda funny, in a way too, since it was a little over a year after 3E was out, and peopel were all like "oh noes! 2E ktis are back! Cistomization is BAD!!! ur a t00l, j3rkaz0id!! :lol:

Actually, there were some people, who were for customization including one, who was worried about 2e kits. However, at that time, plenty of people on various boards ignored or just missed the class variant portion of the phb and pushed multiclassing and PrCs.
Part of the reluctance, as I understood it, was that WOTC provided so few examples of class variants (e.g., the fighter variant (PHB), the witch (DMG) and the Urban Ranger (Masters of the Wild?) until Unearthed Arcana. Without several examples, many people were worried about creating things that were imbalanced.
 

Greg K said:
Actually, there were some people, who were for customization including one, who was worried about 2e kits. However, at that time, plenty of people on various boards ignored or just missed the class variant portion of the phb and pushed multiclassing and PrCs.
Part of the reluctance, as I understood it, was that WOTC provided so few examples of class variants (e.g., the fighter variant (PHB), the witch (DMG) and the Urban Ranger (Masters of the Wild?) until Unearthed Arcana. Without several examples, many people were worried about creating things that were imbalanced.
True, it's just funny looking back and seeing how blind we were, you know? Well, you weren't (;) very forward thinking, good sir!) but it's all kinda funny in a way.

Anyways, neat ideas. Personally, I use alt classes more than "varients" therein, or have alot of in-class choices (feats & whatnot) for customize it.

ie, a duelist class instead of a fighter varient.
 



Greg K said:
Forward thinking? Taking a look at the following:
http://p222.ezboard.com/fokayyourturnfrm4.showMessage?topicID=19.topic

Except for not suggesting the complete removal of hitpoints, do the suggestions remind you of a certain superhero game? :D
I don't own it, but I'll take a wild guess and say Mutants and Masterminds.

So... do I get a cookie?


*dang* dagger, I'd been thinking of that, and I could, for the life of me, remember the link.
 

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