Willie the Duck
2020-06-29, 10:39 AM
Hello all,
Since we have a 'martials are hosed' thread going at the moment (otherwise known as a day that ends in a 'y'), I don't think I have to explain the basic issue of fighters not having many class-derived* things they can do outside of combat. Beyond that, a player in my group wants to play a 'skill-monkey,' but really dislikes the 5e rogue class. Pursuant to that goal, I am contemplating a skill-monkey fighter archetype -- letting their base class abilities, coupled with ASI/feat selection, take care of their combat prowess, while their archetype features are dedicated to out-of-combat competence. Most of this could be using off-the-shelf components, but I am wondering if the whole would come together into something both playable (relatively balanced) and fun-to-play.
*nor specifically a lot of skill support
The fighter archetype model is:
Level 3 -- some archetype-defining ability, relatively balanced with other things PCs pick up at 3rd level (like 2nd level spells), but usually has a lasting value/does not become obsolete. Possibly more than one component.
Level 7 -- another ability between the L6 and L8 ASIs, often a ribbon, but not necessarily so (Samurai, for instance, get wisdom save proficiency)
Level 10 -- often an upgrade to the level 3 ability
Level 15 -- usually a sizable upgrade in power
Level 18 -- another ability, either powerful, or if L15 was powerful, perhaps just another upgrade in the L3 ability.
All of that is pretty debatable, and it isn't clear to me how much it matters if the power distribution changes much (are a bunch of people going to duck out at L11 if the L10 ability is too strong and the L15 thus a little weaker? seems unlikely to me).
Existing abilities that seem appropriate:
Bonus Proficiencies (such as from Bard College of Lore archetype (or any of many different examples)
Expertise (from Rogue and Bard base classes, or similar effects in other classes or subclasses such as Knowledge domain Clerics)
Jack of All Trades (from Bard base class)
Reliable Talent (from Rogue base class)
Remarkable Athlete (from Champion Fighter archetype)
Additionally, if we made this specifically a specific skill-monkey archetype , there are a few more options that would look out of place on a different archetype (perhaps choose-from-a-list, or the like).
Blindsense (from Rogue base class) (dungeon-delving types)
Ear for Deceit (Inquisitive Rogue archetype) (social types)
Eye for Detail (Inquisitive Rogue archetype) (quite a few, I'd imagine)
Insightful Manipulator (Mastermind Rogue archetype) (social types)
Master of Intrigue (Mastermind Rogue archetype) (social types)
Soul of Deceit (Mastermind Rogue archetype) (social types)
Umbral Sight (Gloom Stalker Ranger archetype) (dungeon-delving types)
Unerring Eye (Inquisitive Rogue archetype) (quite a few, I'd imagine)
...and probably some more.
Does this seem feasible? Is there enough skill-based stuff (either existing, or could be made) to fill out a fighter archetype? Would it work at the intended goal? For that matter, would still be a viable fighter?
Thoughts and suggestions welcome. This is still in the conceptual phase, so nothing is hammered out (other than the base idea of 'a fighter who doesn't suck at out-of-combat actions').
Thanks in advance!
Since we have a 'martials are hosed' thread going at the moment (otherwise known as a day that ends in a 'y'), I don't think I have to explain the basic issue of fighters not having many class-derived* things they can do outside of combat. Beyond that, a player in my group wants to play a 'skill-monkey,' but really dislikes the 5e rogue class. Pursuant to that goal, I am contemplating a skill-monkey fighter archetype -- letting their base class abilities, coupled with ASI/feat selection, take care of their combat prowess, while their archetype features are dedicated to out-of-combat competence. Most of this could be using off-the-shelf components, but I am wondering if the whole would come together into something both playable (relatively balanced) and fun-to-play.
*nor specifically a lot of skill support
The fighter archetype model is:
Level 3 -- some archetype-defining ability, relatively balanced with other things PCs pick up at 3rd level (like 2nd level spells), but usually has a lasting value/does not become obsolete. Possibly more than one component.
Level 7 -- another ability between the L6 and L8 ASIs, often a ribbon, but not necessarily so (Samurai, for instance, get wisdom save proficiency)
Level 10 -- often an upgrade to the level 3 ability
Level 15 -- usually a sizable upgrade in power
Level 18 -- another ability, either powerful, or if L15 was powerful, perhaps just another upgrade in the L3 ability.
All of that is pretty debatable, and it isn't clear to me how much it matters if the power distribution changes much (are a bunch of people going to duck out at L11 if the L10 ability is too strong and the L15 thus a little weaker? seems unlikely to me).
Existing abilities that seem appropriate:
Bonus Proficiencies (such as from Bard College of Lore archetype (or any of many different examples)
Expertise (from Rogue and Bard base classes, or similar effects in other classes or subclasses such as Knowledge domain Clerics)
Jack of All Trades (from Bard base class)
Reliable Talent (from Rogue base class)
Remarkable Athlete (from Champion Fighter archetype)
Additionally, if we made this specifically a specific skill-monkey archetype , there are a few more options that would look out of place on a different archetype (perhaps choose-from-a-list, or the like).
Blindsense (from Rogue base class) (dungeon-delving types)
Ear for Deceit (Inquisitive Rogue archetype) (social types)
Eye for Detail (Inquisitive Rogue archetype) (quite a few, I'd imagine)
Insightful Manipulator (Mastermind Rogue archetype) (social types)
Master of Intrigue (Mastermind Rogue archetype) (social types)
Soul of Deceit (Mastermind Rogue archetype) (social types)
Umbral Sight (Gloom Stalker Ranger archetype) (dungeon-delving types)
Unerring Eye (Inquisitive Rogue archetype) (quite a few, I'd imagine)
...and probably some more.
Does this seem feasible? Is there enough skill-based stuff (either existing, or could be made) to fill out a fighter archetype? Would it work at the intended goal? For that matter, would still be a viable fighter?
Thoughts and suggestions welcome. This is still in the conceptual phase, so nothing is hammered out (other than the base idea of 'a fighter who doesn't suck at out-of-combat actions').
Thanks in advance!