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Anyone have some Variant Fighter Ideas?
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<blockquote data-quote="Nyaricus" data-source="post: 2883717" data-attributes="member: 35678"><p>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!! <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p>to summarize his relevant post:</p><p></p><p>[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."</p><p></p><p>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</p><p>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,)</p><p></p><p>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</p><p></p><p>Gladiator: (customized Fighter)</p><p>Armor: Light Armor, Shield</p><p>Weapons: Simple Weapons, Martial Weapons</p><p>Gladiator Skills: Bluff, Crowd working, Handle Animal, Jump, Intimidate, Listen, Perform, Ride (Chariot), Sense motive, Tumble</p><p>Skill Points:</p><p>Starting: (3+ Intelligence) x4</p><p> After first level: 3+Intelligence</p><p>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,</p><p></p><p>Gladiator Abilities:</p><p>At first level, the Gladiator's bonus feat must come from the Gladiator list of feats</p><p></p><p></p><p>Hunter (customized Fighter)</p><p> 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.</p><p>Armor: Light Armor</p><p>Weapon: The Hunter is trained in Simple Weapons, Martial Weapons: bow (all), hand axe, sword (broad, long, or short)</p><p>Skills: Climb, Craft, Handle Animal, Hide, Intuit Direction, Jump, Move Silent, Profession, Listen, Search, Signaling, Spot, Swim*, Wilderness Lore</p><p>Skill Progression:</p><p>Starting: (4+Intelligence) x4</p><p> After 1st Level: 4+ Intelligence</p><p>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)</p><p></p><p>Hunter Abilities:</p><p> 1: Tracking Feat: The hunter starts with the tracking feat as the Fighter bonus feat.</p><p></p><p>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.</p><p>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.</p><p></p><p>Knight:</p><p> The knight is a mounted warrior serving a feudal lord. Use the fighter with the following changes.</p><p>Class Skills: Replace the Fighter’s class skills with the following: Diplomacy, Handle Animal, Intimidate, Knowledge (Royalty and Nobility), Language, Ride, Sense Motive</p><p></p><p>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</p><p>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</p><p></p><p></p><p>Mariner:</p><p>The mariner is a variant warrior trained to command or serve on a naval vessel. Treat as a fighter with the following changes.</p><p></p><p>Armor: Mariners are skilled only in the use of light armor</p><p></p><p>Weapons: Mariners are trained in a limited selection of weapons: Club, crossbow, dagger, knife, rapier, sword (broad, long, or short), spear, whip</p><p></p><p>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</p><p>Skill Points:</p><p> Starting: (4+Intelligence) x4</p><p> After 1st Level: 4+Intelligence</p><p></p><p>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)</p><p> Level 1:</p><p> </p><p>Nomad</p><p>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.</p><p></p><p>Armor: Light, Shield</p><p>Weapons: The Nomad starts knowing Nomad Weapons. Nomad Weapons include the following hand axe, knife, sword or scimitar, lasso, spear, short composite bow</p><p></p><p>Starting: (4+Intelligence) x4</p><p>After 1st Level: 4+Intelligence</p><p></p><p>Class Skills: Craft, Jump, Handle Animal, Listen, Move Silent, Profession (Herder), Ride, Signaling, Spot, Wilderness Lore</p><p></p><p>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)</p><p></p><p>Nomad Abilities</p><p>Level 1: Survivor and Saddleback (I used saddleback, because the Nomad weapons already include the short composite bow.</p><p></p><p></p><p>Swashbuckler/Duelist (This was inspired by Monte's Duelist class in Dragon and is what got me started on the customizing).</p><p></p><p>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</p><p></p><p>Armor; The swashbuckler is not trained in armor</p><p></p><p>Weapons: Simple Weapons, Martial Weapons (cutlass, rapier, sword (broad, long, short)</p><p></p><p>Skill Bonus:</p><p>Starting: (4+int bonus) x 4</p><p>After 1st Level: 4+int bonus</p><p></p><p>Swashbuckler Skills: Bluff, Diplomacy, Innuendo, Jump, Listen, Perform, Sense Motive, Spot Hidden, Tumble</p><p></p><p>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)</p><p>* 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</p><p></p><p>Swashbuckler Abilities</p><p>Level 1: The Swashbuckler starts with 2 bonus feats from the standard swashbuckler standard feats.</p><p></p><p>.</p><p>Thug or Thieves Enforcer: Per the PHB, but I add a skill called Urban Lore which is Wilderness Lore for an urban environment.[/sblock]</p><p></p><p>And there you go. Get ready for what "What Do You DO for... Fighters?" thread sometime in the near-future everyone <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Nyaricus, post: 2883717, member: 35678"] 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 :) [/QUOTE]
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