minor class tweaks [Archive] - Wizards Community

Post/Author/DateTimePost
Sildatorak

01-29-08, 06:39 PM
I'm starting up a new campaign, and I'm thinking of some minor boosts to a couple of classes that typically seem like they are just...out-classed.

Sorcerer- Gains eschew materials as a bonus feat and 4+int skills per level instead of 2+int.

Fighter- Adds any two skills to its class skill list and has 4+int skills/level.

It seems to me that these are minor tweaks in areas that are not the classes' strength so they would be hard to break, but I'd like a few opinions before I set them in stone.
Avatar of Kokusho

01-29-08, 07:06 PM
I give sorcerers eschew material components at 1st as a bonus and bonus metamagic or draconic heritage feats at 5th, 10th, 15th, and 20th level.

I've been thinking of giving fighters the warblade ability that lets them retrain weapon related feats.
1 ton ghost

02-02-08, 02:47 PM
not sure if i would mess w/ Ftr or Sor as you've listed, but it's not my campaign, so have at it. i make a few mods, but nothing massive here and there. like Eschew, i found if you aren't careful w/ your "bag", you don't deserve to have it. the feat is worth more than most give it credit for.

Cleric-optionable Turn/Rebuke. that is, you can elect for the traditional, the -4, or just dmg. still testing this out. PC should probably have to undergo a ritual or something to have the alternative options in tandem w/ the main
-some argue proficiency in diety's favored weapon. i'm conflicted on that.
-some argue some (per portfolio/domain/etc) get Diplomacy and Sense Motive.
Hexblade-i tend to go w/ the revised "fix" that keeps floating around the forums here. looks good, balanced. run a search for the "petition to fix"
Samurai-CompWar's is a joke. recommend adjusting Oriental Adventure's. we just add or trade feats per appropriate per clan

there were more, but i'm severely limited in my gaming repetoire presently (at work) and not well caffinated at this point. more later i suppose.
StevenO

02-02-08, 03:34 PM
Doubling the skill points a base class gets is a big advantage. Maybe not so much for that character, although it makes entering PrCs with skill prereqs much easier, but more because it cheapens the "high skill" classes. With the two classes mentioned allowing the Sorcerer two more skill points just makes it that much easier for it to enter a PrC but giving the Fighter two more points AND selecting two skills as well can turn it into something entirely different. What you want to do with the fighter is effectively letting it pick two skills that it can be fully trained in which lessens the need for other characters greatly.

I know a number of books have alternate class features or other class variations that can be used.

While I don't mind the free Eschew Materials for a sorcerer (although a spell component pouch shouldn't cause problems) I like the Spontaneous Metamagic option that replaces the familiar.

For a fighter I would give it those two extra skill points and an expanded skill list but it is going to cost a number of those starting feats. Medium and Heavy Armor proficiencies would definitely be gone with the shield and level one bonus feat up for consideration.

The cleric is often the class I'm most tempted to introduce variations into despite its power.
Sildatorak

02-02-08, 08:48 PM
What you want to do with the fighter is effectively letting it pick two skills that it can be fully trained in which lessens the need for other characters greatly.
That was the part I was most concerned about. I think the +2 points/level doesn't change much, and I'm not particularly concerned about stepping on the very high skill classes' toes, but I was wondering mostly how it makes the fighter stack up against the ranger. Does a fighter with the bonus of max ranks in move silently and hide obsolete the ranger?

My intent with the fighter tweaks is to push the class somewhat away from the "I can fight...and that's it" mold. I didn't want to set it into a particular mold, so I thought allowing the player to choose additional skills would help them to modify it to suit them.

Perhaps +2 skills/level (I think this is pretty ok in terms of power) and +1 skill onto the fighter class list? It still gives the player leeway in defining the secondary role of the character without overshadowing any other individual party member.
Colmarr

02-08-08, 01:03 AM
I think it is a good idea to increase a fighter's skill points. However, I don't think you should allow a fighter carte blanche when it comes to picking "class skills".

It's one thing to increase their list of class skills. It's another thing altogether to let the PC choose them.

If I were to pick, I would add Spot, Listen and Diplomacy* as class skills. It always struck me as odd that the PC class most likely to be stuck on guard duty did not have class skills that let them be successful in that role.

* Note that I would add Diplomacy to every class' skill list. A hero shouldn't be forced to be the "gruff loner" simply because they're a warrior.
Sildatorak

02-11-08, 08:59 PM
It's one thing to increase their list of class skills. It's another thing altogether to let the PC choose them.
I was thinking that allowing PCs to choose the additional class skill would allow them a bit of leeway in concepts. Taking tumble if they want a more nimble fighter, spot if they want one who has guarding as a significant part of his backstory, etc.
FriendoftheDork

02-12-08, 05:04 AM
Go for it, it won't break the game. You might want to look at bard too though, IMO.