Kamikaze Midget said:
Perhaps variant fighters would be a better way to put it...
I like the idea of variant classes. Case in point, the variant core classes in FFGs L&L Path of the Sword sourcebook.
FULLY FLESHED OUT VARIANTS
The Commander - embodies the leader/warrior, from mercenary boss to the noble knight.
* Good will saves
* 3 + Int for skills.
* Bonus feats (x6) and special command ability.
* Command I to V (command bonuses to allies, similar to bard inspiration abilities but without singing)
The Hunter - more focused tracker/slayer ranger variant.
* good fort and will saves.
* No alignment restriction.
* d10
* Special abilities: Chosen foe (x5), night stalker, trackless step, merciful strike, sense foe, forceful strike, weak spot, inescapable pursuit.
The Outdoorsman - tough and rugged fighter/ranger cross that is at home in the wild.
* Good fort and reflex saves.
* Favored terrain
* Preferred weapon
* Bonus feats (x5)
* Animal companion
* Fast passage
* Lightstep
* Bestial companion
* Magical companion
SHORTER VARIANTS
Urban Warrior - city-based fighter, who has spent little time outside the walls of his hometown.
Same as fighter except for:
* no bonus fighter feat at 1st level.
* 4 + Int skill points.
* Expanded class skill list - more rogue like.
* new Urban Lore skill is a nice addition to skill selection.
Seeker of Wisdom - Mok who combines quest for inner development with quest for knowledge.
Same as monk except for:
* Altered class skills.
* Only allowed three of the listed monk weapons.
Ghost Hunter -
Same as monk except for:
* must be LN or LG
* Altered class skills.
* 1/ day - can turn undead as a cleric of half his class level. No extra turning.
* fortitude save progression as per rogue.
These are excellent core class variants, IMO. Buy the book, you'll be glad you did just for this one section.
Cheers!
KF72