The Mariner said:
I just picked this book up after pondering the purchase for quite a while.
It seems pretty cool.
What do you all think, are any of you using it or any of the Mongoose "Quintissential" book in you campaigns?
Thanks for the insight.
I like Quint Fighter a lot. Funnily enough, I like it even though my copy is covered with pencil marks changing & deleting stuff; its modular design and easy-to-read style makes it very easy to modify until you get something you like. A lot of it makes Fighters rather more powerul; not a problem in my low-magic campaign where Fighters are supposed to be the dominant class. Conversely, some of the prestige classes are rather weak; Swashbuckler is weaker than Sword & Fist duellist IMO, and Berserker is weaker than the regular Barbarian class! I've changed these two to make them slightly more powerful. I like the Legend prestige class though, it's awesomely powerful, incredibly difficult to qualify for, modelled on the likes of Samson or Gilgamesh and designed for lvl 16+ fighter types so they can stay up there with 9th-level-spell wielding spellcasters in terms of kick-assness.
Here are some of my suggested changes:
Simon’s Revisions - Quintessential Fighter
FEATS & WEAPONS
Fighter Feats
pg 36 Distract:
The target gets a Will save at DC (10 + Fighter’s CHA bonus) to negate. Once passed the target cannot again be distracted by that Fighter.
At DM’s option a scantily clad/nude female gains a Circumstance bonus of up to +4 on skill check and save DC against appropriate males when using Distract (thus justifying the picture below this Feat!)
pg 38 Fearsome Display:
This is a Standard action. The target receives a Will save to negate at DC 10 + Fighter’s Intimidate skill.
pg 38 Improved Weapon Focus:
Requires Weapon Specialisation in the chosen weapon.
pg 39 Lightning Initiatitive:
Requires DEX 13+, BAB 6+, REF save +6, Improved Init.
Gives +2 to Initiative (net +6 with Improved Init).
(This Feat was simply overpowered as +8 to Initiative at Ref save +6! +8 is more than twice as good as +4 IMO. +6 seems reasonable if the requirements are high.)
pg 39 Off-Hand Weapon Expert:
This Feat is disallowed.
pg 39 Reckless Attack:
The maximum bonus/penalty is +5/-5.
pg 41 Two-Handed Power Strike:
This Feat is disallowed.
Tools of the Trade - Weapons
Notes pgs 42-45:
Iron-Breaker: Requires STR 13+.
Pike: Using 20’ reach pike requires STR 13+. A 15’ reach pike requires STR 11+.
Pilum: Attack to disable shield is a Ranged Touch attack, - 4 vs small shields. -8 vs bucklers.
Siege Crossbow: This weapon reduces the target’s Armour/Shield or Natural Armour bonus by up to -10. It takes 1 minute to set up.
Stats pg 46:
Aclis: This is an Exotic weapon when thrown.
Flamberge: Exotic Weapon.
Flametongue: Exotic Weapon.
Gladius: Treat as masterwork shortsword. Threat range is 19-20.
Spider Throwing Knife: Critical damage multiplier when thrown is x3. In melee it is x2.
Sword Gauntlet: Threat Range is 19-20.
War-Rake: Critical damage multiplier is x2.
Staff-Sling: Range increment is 80’.
Fighting Styles
For the Fighting Styles, I suggest requiring 2 skill points per level in the style, and drop the Wis requirement to Wisdom 10+ Feat level (15 for level 5).
Feats: I've made lots of changes to these. I like some (armour specialisation), but I strongly recommend not allowing the feat that lets 2-handed weapon wielders do full x2 STR dmg bonus with every attack!