Agree, on all of that! 4 skill points/level is the least that *I* think ANY class should have... and Fighters have enough skills to absorb four, without being "maxed out on everything"!
Also, I find it strange that Fighters can't take Profession (Bodyguard), for instance. That is just plain weird!
Also, the men to rush to the moathouse, or merlons, can't take Knowledge (Architecture & Engineering) as a class skill. "To the
what, Sir?"
Also, the tacticians who study past battles can't take Knowledge (History)? The guys who guard the town, and fight off the Humanoids can't take Knowledge (Local), which covers both? And the higher-level types can't take Knowledge (Nobility & Royalty)? Howzcome?
Older Fighters tended to become Bards, anyway. Seems like this would make a better lead-in.
Higher-level Fighter Feats, as an incentive to stay in the class were introduced in PHB II, so I assume that base is covered. No mo' need be said, there, I guess.
Another bother is that one Fighter is much like another. Even with different weapons & combat styles, this is still pretty much true. Some new Fighter Feats to add to saving throws would also be nice. Improved Lightning Reflexes & Improved Iron Will, which require the un-Improved versions as pre-requisites, and add a total of +6 to the roll (turning a "Bad" save into a "Good" one) as Fighter Feats would allow some customization, at the expense of fighting prowess (especially if the un-Improved versions aren't ighter Feats)!
Also, it might be nice to see some alternate "Fighter Starting Packages", in which a Fighter lost Medium & Heavy Armour Proficiencies, and Tower Shield Proficiency (which would all become Fighter Bonus Feats), and instead gained, for instance:
Horseman Starter Package:...................
Polearmsman's Starter Package:
Mounted Combat (Requires 1+ Ranks of Ride)....Two-Weapon Fighting
Mounted Archery.........................................Weapon Specialization (Polearm of choice)
Point Blank Shot..........................................Medium Armour Proficiency
Scout Starter Package:
You are trained in Alertness, Stealth, & Wilderness Survival, rather than Medium & Heavy Armours & Tower Shields.
Benefits: Hide, Knowledge (Nature), Listen, Move Silently, Spot, & Survival become Class Skills, for you.
Normal: The listed Skills are Cross-Class Skills for Fighters and most other classes.
Special: A Fighter may select this Feat as a Starting Package, instead of "Standard Warrior Training" (which teaches Medium & Heavy Armor Proficiencies & Tower Shield Proficiency). Copyright 2006 by SteveC.
(Just for instance).
You could have starter packages for bowmen, crossbowmen, slingers, siege artillerists, miner/sappers, etc., etc., ad nauseum.
Perhaps even trade a Feat for any TWO Cross-Class skills becoming Class Skills. For instance:
Sentinel (General Feat)
You are trained at keeping watch.
Benefits: Listen & Spot become Class Skills, for you.
Normal: Listen & Spot are Cross-Class Skills for Fighters and most other classes.
Special: A Fighter may select this Feat as one of his Bonus Feats. Copyright 2006 by SteveC.
You could also add others, like "Healer" or "Medic", etc.
Medic (General Feat)
You are trained in the arts of battle medicine.
Benefits: Heal & Profession (Herbalist) become Class Skills, for you.
Normal: Heal & Profession (Herbalist) are Cross-Class Skills for Fighters and most other classes.
Special: A Fighter may select this Feat as one of his Bonus Feats. Copyright 2006 by SteveC.