Odd levels for fighters

Baronovan said:
Wow, I love a discussion thread where no one likes hearing opinions that differ from their own.

People usually do not mind hearing differing onipions, however wrong they may be :D, as long as they are voiced with some politesse and less pomp. Personally I really do not care enought to throw a fit if you disagree with me, but I still respect your opinions...just not the tone you packaged it with. Heh.
 

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Phaedrus said:
I like the skill points idea. 2 points on every odd level? Is that too much?
At 1st level the Fighter must choose a "profession" or "flavor focus" and from that select a number (4 or so) of skills that belong to that profession. Thereafter, at every odd level of fighter they get 2 skill points to spend on their profession's skills. Note that cross-class skills remain cross-class. How's that?

Well, I should think the fighter just gains two ranks in one of the related skills, and class vs. cross-class wouldn't be concern.

So, what groups do we get here? Maybe:

Militia (a fighter trained as part of a city guard or town garrison): Knowledge (local), Gather Information.

Elite (a fighter of noble class, trained to command): Diplomacy, Knowledge (royalty & nobility).

Mariner (a fighter trained for combat aboard rolling ships on the high seas): Balance, Profession (sailor).

Frontiersman (a fighter trained to protect roads and outposts from raiders): Knowledge (geography), Spot.

This is just an example, nothing exhaustive mind you. I only listed a couple of skills off the top of my head. I would be concerned about overlapping with classes like ranger, but then again rangers and barbarians overlap, as do rogues and bards. It's not considered an egregious problem in those instances.
 

Clay said:
I thought his advice was to ignore it, why drag on for another paragraph? No need to start calling him 'troll' or what-not after you just agreed to stop, or i'm assuming you agreeing with the advice to be the same.

I was trying to get my position across, but point taken. I deleted the remarks.

But that's the point. To get nothing at those levels. Does a Paladin deserve more abilties when he gets dead levels? Or a Ranger? Druid? Bard?

Apparently someone thought so. All of those classes gain abilities in 3.5e to fill in the dead levels.

Adding skills, as suggested, is nice, but if the fighter was skillful you wouldn't need the rogue.

I'm not talking eight points a level, just a couple every other level. For that matter, I don't think a bard makes a rogue useless or vice-versa. They each have their roles. Everyone can use some skils.
 

Brother Shatterstone said:
One small note: In each post, other than your own, you will see a small triangle. This triangle is the report post button. You simply wait for the new page to load, type in why, and send it on its way.

Don’t worry I already got post 73 Submitted.

Did that as well
 

One could argue about the Paladin not getting new abilities, but his Lay Hands ability gets better every single level, and spell using paladins have increasing caster levels... all the while having the same BAB as fighters. Without referencing the books, I think similar comparisons can be made for other classes.

And I agree, we are not talking about giving skill points out like the NPC Expert Class. Just a few points in Skills that make sense for a particular type of warrior or society.

As a side note, I would make the skills from these chosen fields, class skills. Still not really a balance breaker in my mind.
 

Felon said:
Apparently someone thought so. All of those classes gain abilities in 3.5e to fill in the dead levels.

Yeah, but they still have dead lelevls, druid stil has 2, ranger still has 4 or 5, paladin still has 7 or 8, the bard still has a few dead levels.

They got more, or upped, from 3.0 to 3.5 so now they ae comparable to the fighter. Now when you want to play a melee class you will consider the ranger or barbarian.
 

Do spells count here? Cause if not we should definitly think about cleric/sorcerer/wizard.

Brb: 0
Brd: 2,4,5,7,10,11,13,16,17,19
Clr: 2-20
Drd: 17,19
Ftr: We all know.
Mnk: 0
Pld: 7,8,11,13,14,16,17,19
Rgr: 12,14,16,18,19
Rge: 14,20
Src: 2-20
Wiz: 2-4,6-9,11-14,16,19

Asid from looking at the sheer number of abnilities they get lok at their quality. While none of them are worthless, not many of them are really that powerful.
Trap sense
Illiteracy
Nature sense
wild empathy
woodland stride
trackless step
Evasion (improved is pretty nice)
uncanny dodge

Don't get me wrong, I love having any of these abilities but compared to feats these are not that big a deal. Most of it is rather narrow minded so to speak.

My copper commons

-Sravoff
 


Every class has been bumped up in my world.

The Fighter receives (in addition to a bonus feat every level except 3rd, 9th and 15th) the following abilities:

Brawling: At 2nd level, a fighter is able to make an unarmed attack (at full BAB) that does not provoke attacks of opportunity each round, provided he has not moved more than a 5' step that round. This unarmed attack is in addition to any normal attacks and causes nonlethal damage.

Combat Weaponry (Ex): At 3rd level or higher, a fighter may use weapons with which he is not proficient at a -2 penalty on attack rolls (instead of the usual -4). he may also throw weapons with no range increment at this same penalty. In addition, throwing any two-handed or smaller weapon in this manner is a standard action, not a full-round action.

Second Wind (Ex): At 3rd level, a fighter can heal himself of a number of points of damage equal to his Constitution bonus plus his level (minimum 1) once per day as a free action.

Improved Brawling: At 4th level, a fighter's additional unarmed attack each round may be used even if he has moved more than 5' and he may choose to do lethal or nonlethal damage.

Intimidate (Ex): At 5th level, a fighter receives a +2 bonus to all Intimidate checks. Every five fighter levels thereafter (10th, 15th, and 20th) this bonus increases by +2.

Improved Charge (Ex): At 7th level or higher, a charging fighter adds +4 to his attack roll (or +4 bonus on the Strength check to Bullrush or Overrun). He still suffers the -2 penalty to AC until his next turn.

Deflect Attack (Ex): Beginning at 8th level, the fighter can attempt to parry a melee attack against an ally. The fighter must be within 5 feet of his ally to attempt this and holding a melee weapon or shield to deflect the attack. Once per round when your ally would normally be hit with a melee weapon, you may make a Reflex save against DC 20. (If the melee weapon has a magic bonus to attack, the DC increases by that amount.) You gain a competence bonus to your Reflex save as indicated on the chart. If you succeed, you deflect the blow as a free action. You must be aware of the attack beforehand and not flat-footed.

Improved Combat Reflexes (Ex): At 9th level or higher, a fighter receives an additional attack of opportunity per round, and an additional one every five levels thereafter. Each attack of opportunity is taken at the fighter's highest BAB.

Superior Brawling: At 9th level, a fighter gains an additional unarmed attack (for two total) each round. The second attack is at five less than his full BAB.

Combat Senses (Ex): Starting at 11th level (and every two levels thereafter), the fighter may choose one of the following: a +1 to Initiative, a +1 dodge bonus to AC, or a +1 to Reflex saves. These can be taken multiple times and stack.

Supreme Cleave (Ex): At 15th level and higher, the fighter gains the ability to take a 5-foot step before making a Cleave or Great Cleave attack.

Master Brawler (Ex): At 18th level, the fighter is able to make a total number of unarmed attacks per round equal to his normal attacks at his normal attack bonuses.

Combat Mastery (Ex): At 20th level, a fighter suffers no penalty to attack rolls for using weapons which he is not proficient with. His flanking bonus improves to +4 on attack rolls (the other flanker also receives this bonus). The fighter may also charge at +6 on the attack roll and receive no penalty to AC for doing so.
 

Spells: Getting more spells, and getting better at casting them are major abilities in my mind.

Cleric Druid Bard Wizard Sorcerers and to a lesser extent Paladins & Rangers all have this substantial quality.

As far as dead levels go, Fighters have several and Rogues have 2 at higher levels. I don't think it would be all that harmful to throw Rogues a bone at those levels as well to be fair all around.

Paladins have Lay Hands and other abilities that get better at every level (Smites, Turning Capacity, spells, mount) so I do not think they really have dead levels. I have not done a level by level look at Rangers, but if they do have a dead level, throw them a bone on that level as well.
 

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