Changing the fighter, unbalanced?

wolfpunk

First Post
Has anybody made the following changes to the fighter?

Have the Fighter BAB start at +2 instead of +1.

This gives them a distinct starting edge over other "melee intensive" classes, and also allows them to gain an extra attack at a +1 bonus at 20th level.

The other change is allowing Fighters to take skill packages to reflect their specific style of battle. For example;

Spot and Listen, for scouts
Diplomacy and Sense Motive, for leaders of armies
Tumble and Balance, for agile fighters

Starting at 7th level Fighters choose one skill package and they treat those two skills as class skills. Then every 3rd level thereafter they can recieve a Skill Focus feat in one of those two skills, or choose a new skill package set to have two more skills added to their class skills list.

Anybody have any thoughts on the ideas? Let me know.
 

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the BAB bump seems silly. i think with strength and weapon focus, fighters already have the advantage. plus, a sixth attack is just too much IMO.

The skill packages I think are cool. Set them up as bonus feats they they can take as fighter bonus feats.

Fighter Training: Scout [General]
You are trained in wilderness reconnaisance.
Prerequisite: Fighter level 1+, weapon focus (short bow)
Benefit: You add Spot and Listen to your list of class skills.
Special: A fighter can select this feat as one of his bonus feats.

Fighter Training: Skirmisher [General]
You are trained in quick, agile fighting.
Prerequisite: Fighter level 1+, weapon focus (dagger)
Benefit: You add Balance and Tumble to you list of class skills.
Special: A fighter can select this feat as one of his bonus feats.

Fighter Training: Officer [General]
You are trained in military command.
Prerequisite: Fighter level 1+, Negotiator
Benefit: You add Diplomacy, Sense Motive, and Knowledge (History) to you list of class skills.
Special: A fighter can select this feat as one of his bonus feats.

Just a quick brainstorm. Hope you like.

DC
 

The BAB bump was more for the ability to get better utilization for The Power Attack or Expertise Feats. As well as allowing the Fighter to qualify for BAB related feats one level sooner then other "melee intensive" characters. Also it ends up granting a fifth attack, not a sixth attack at 20th level.

For the skills, I was thinking that they should come later in level progression once players know more about how their characters operate. Kind of a way to avoid a person who chooses a certain style at first level and then ends up changing completely by fourth level and the end result is feats that no longer apply.

In terms of Feats, I think the Rokugan book has the Versatile Feat, which allows a character to add two non-class skills to their class skill list, so I was just thinking of making the skill packages a non-feat based ability. and instead just an actual ability that the fighter would gain.
 

The Expanded Psionics Handbook has a feat that grants 5 skill points, to use any way you'd like. That, plus Skill Focus, seems to solve a lot of the Fighter's skill issues.

As to how to beef up the Fighter, IMHO:
- Delete the 1st level bonus Feat.
- Instead, grant a "Weapon Feat" at every odd level (including 1st). Weapon Feats are: Exotic Weapon Proficency, Weapon Focus, Weapon Specialization, Greater Weapon Focus and Greater Weapon Specialization.

I do like the idea of "skill packages" in trade for, say, armor proficencies, but aren't you kinda stepping on the Ranger's toes when you make a Fighter scout?

-- N
 

In the game I'm going to be running, I plan to do the following with fighters:

Medium Reflex and Will saves

A special +1 competence bonus on attacks and damage probably at like 4th level and every 4 levels thereafter or something similiar.

Probably give em 4 skill points and some more class skills.

And eventually write some more feats...probably starting with some armor and shield specialization feats

Also, I'm using Class Based Defense and Armor as Damage Reduction from UA, which I think together benefit fighters somewhat.
 

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