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!!
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.
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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
