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Fighter Subclass rules

Posted: Sun Feb 26, 2012 3:58 am
by wynteriii
Which do you guys prefer, the one pdf that has multiple sub-classes or the individual ones. It seems the individual ones are more detailed.

Re: Fighter Subclass rules

Posted: Sun Feb 26, 2012 7:50 am
by SmootRK
heh, I am partial to the ones I wrote.
Quasi-Classes (which has a 2nd release coming one day)
BF-Quasi-Classes-Supplement-r2.pdf
Additional Fighting Subclasses (which is essentially ready for release, takes subclasses out of first quasi-class release and adds more)
BF-Additional-Fighting-Sub-Classes-Supplement-r1.pdf
Of course, these are versions that are used in my own campaigns/houserules. Between the two documents I have essentially all the fighter flavors covered. Paladins (through Holy quasi-class), Barbarians (quasi class), Rangers (subclass), Cavaliers (Knight subclass), Duelist/Gladiator (light armored warrior), and more.

One can even combine features for even more individuality... Conan (Barbaric Gladiator), Robin Hood (Archer Rogue, or Archer Ranger)... loads of combinations before even considering Combo-Class characters.

I also use other sub-classes such as Illusionist, Druid, Fey-Mage (unreleased as well), Necromancer (well, for NPCs), but this thread is about Fighter Options.

Re: Fighter Subclass rules

Posted: Sun Feb 26, 2012 8:03 am
by SmootRK
Speaking of Supplements for Fighters, I augment those choices above with the Supplements for Armor & Shields, Combat Options, and even thief options. All relevant to the fighting character.